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Author Topic: Running the Realms (3.5 D&D system)  (Read 16114 times)

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Offline TaganTopic starter

Running the Realms (3.5 D&D system)
« on: April 03, 2010, 12:40:59 PM »
I' m planning on running a dungeons and dragon's system game.  3.5 edition rules, based off the SRD.

It's set in the Forgotten Realms before the Spellplague, and starts in the Dalelands. 

Characters will be 3rd level, with up two 2 LA allowed.  (IE, Drow, with a single character level)

Attributes will be 38 pointbuy, base gold for third level, and only the SRD for a source unless I approve something. (Give me a good reason and I may approve nearly any book.  I'm just giving myself reason to cut any min/maxing I don't think is balanced.)

I expect regular posting.  Once a day will keep me happy.  Every other day on a bad week will keep you in the game.  Give me warning of an absense, and I will run your character, and not drop you.  Miss too often and your character will 'take one for the team.'

I'm accepting 4-6 good players.

Applications should be like this.

Name:
Race:
Class(es)
Appearance:
Background:
Sheet link: (I suggest mythweavers, but any good sheet will be sufficent.)

Try to keep the Background between 2 good paragraphs and a page.

The game will revolve around one small adventuring group's encounters with the larger world around it.  It will be an interactive world, not module based, but focused on the plots of several major people in the world, both heros and villians, who's plans may interact with the players, depending on the players choices, sooner, or much later.  It's plotted from 3rd to about 14th level. (Though reaching that point will take a few years.)
« Last Edit: April 03, 2010, 12:44:34 PM by Tagan »

Offline RubySlippers

Re: Running the Realms (3.5 D&D system)
« Reply #1 on: April 03, 2010, 01:10:46 PM »
I'd love to play but don't just want to send in a character willy nilly after all a decent party needs some balance. So anyone really want to play certain classes and class combinations.

All is the Forgotten Realms Campaign Setting being used? Any other of the realms specific books like the Magic of Faerun for me it matters if I decide on a spell user of any sort. And in the former case there are special cases like Druid/Rangers of the goddess Mielikki can use all their ranger arms and armor rules without the Druid class limiting them. As an example.

No use doing all the work first without knowing what people are doing. I am thinking of a CG Human Cleric 1/Rogue 1/Wizard 1 should be able to fight decently and use many kinds of magic just ,er, be less potent in one sort of magic. Being a city streetwise sort picked up Rogue first so she can get around.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #2 on: April 03, 2010, 05:54:52 PM »
To answer your questions, I will allow Forgotten Realms PrC's and rules on a case by case basis.  And if a specific slot is not taken by a player, a NPC will handle it.  (I don't anticipate this being a problem.)

Offline RubySlippers

Re: Running the Realms (3.5 D&D system)
« Reply #3 on: April 03, 2010, 06:14:14 PM »
Ok, I'll do a Human then and multiclass, most likely. I'll get a character done tonight asap.  ;D

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #4 on: April 03, 2010, 06:37:01 PM »
How do you feel about the Dread Necromancer class from Heroes of Horror? It is effectively necromancer-in-a-box, with a few nifty class features to make up for its narrowed versatility.

Failing that, Libris Mortis: The Book of Bad Latin, and its Corpsecrafter feat chain?
« Last Edit: April 03, 2010, 06:41:09 PM by TheGlyphstone »

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #5 on: April 03, 2010, 06:50:11 PM »
The class from HoH is much more likely to be approved, as it's a concrete and fairly balanced class, IMO.  I'll take a look to be certain.

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #6 on: April 03, 2010, 06:59:34 PM »
Noted..though I had another idea, mainly sparked by the fact that I'm looking to get Dem Bones up and rattling as soon as I can...would you consider the Skeletal Minion alternate class feature (normally taken in place of a wizard's familiar) to be an acceptable trade for a Clerical Domain power (Death or Deathbound probably), or if necessary, an entire Domain? I've got the skeleton, pun intended, of a character in my head already - an acolyte necromancer from Thay, who could either be a cleric (preferably of someone higher on the totem pole than Velsharoon, but he's the only one with Necromancy in his portfolio) or a specialist wizard in the Red Wizard tradition. The benefit of being a divine caster is getting Animate Dead 2 levels sooner, speeding up the the character matching its image in my head, but having a bony buddy around since level 1 would be nice, especially since I'm also looking at the Cloistered Cleric variant ( Proper scholars don't get their hands dirty, that's what undead minions are for).

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #7 on: April 03, 2010, 07:23:06 PM »
Dread Necromancer yes.  Skel familiar yes.  Evil Cleric no. Red Wizard (renagade) yes. Necro spells from Spell Compendium, yes.

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #8 on: April 03, 2010, 07:27:43 PM »
So, what Good or Neutral god would have undeath/undead in their portfolio aside from Velsharoon? I'm not entirely up-to-date on how Faerun handles its ninety million deities...in normal rules, you could have a cleric one step removed from their god's alignment (so, a True Neutral cleric of a Neutral Evil god), but that might not apply for Faerun.

And assuming I find a candidate, you said Yes to the Skeleton Minion....would it cost me a Domain Power, or an entire Domain? Libris Mortis has the Deathbound domain specifically about animating the dead, but I don't know if it was reprinted from a Faerun source.
« Last Edit: April 03, 2010, 07:32:06 PM by TheGlyphstone »

Offline Christopher28

Re: Running the Realms (3.5 D&D system)
« Reply #9 on: April 03, 2010, 07:36:37 PM »
I am interested in playing in this.  Not sure what my character will be, but I'll think on it for awhile.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #10 on: April 03, 2010, 07:48:45 PM »
The Realm God of Death at the moment is the NG Kelvimor(sp?) his Clerics get rebuke and healing spells.  (They usually use the Rebuke to tell the nearest Undead to destroy it's buddies and then itself....) They destroy intelegent Undead on principle, but often use lesser Undead Minions.  (When they do so, it is not considered and evil act, unless used to evil purpose.)

The cost of a Skel familiar?  Feat for Cleric, (plus ritual and 100 gold) Free for Sorc/Wizard, (Plus ritual and 100 gold)
« Last Edit: April 03, 2010, 07:54:00 PM by Tagan »

Offline RubySlippers

Re: Running the Realms (3.5 D&D system)
« Reply #11 on: April 03, 2010, 08:12:25 PM »
I will note Red Wizareds don't HAVE to be evil there is a solid merchanting mage class rising and many typical Thayans are pretty much neutral so a classic LN Red Wizard is quite logical. Remember Kossuth is LN and he is a very popular diety.

So renegade not necessarily just avoiding the bullshit in Thay for the time being.

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #12 on: April 03, 2010, 08:13:19 PM »
Funny, I had been under the impression that Kelemvor and anyone associated with him was virulently anti-undead, since it violates the whole natural order of death and all that. But I'll go with that.

Did you happen to look at Libris Mortis? There's still a few specific items I haven't gotten an up/down on: The Corpsecrafter feat and its subsidiaries, as boosts to the undead I'll eventually be able to animate, and the Deathbound domain, for the same.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #13 on: April 03, 2010, 08:46:47 PM »
I will note Red Wizareds don't HAVE to be evil there is a solid merchanting mage class rising and many typical Thayans are pretty much neutral so a classic LN Red Wizard is quite logical. Remember Kossuth is LN and he is a very popular diety.

So renegade not necessarily just avoiding the bullshit in Thay for the time being.

Please don't confuse things.  I said renagade Red Wizard for my own purposes.  It's not a debatable issue.

Glyphstone, my gods and the 'classic' Realms Gods are not precisely identical, as this is a bit of a mix of the Classic Realms and my own notions.  Don't expect the recent history to match exactly, as things, expecially on the local scale, have changed a bit from what's in the FR books. (Not a ton, but with some significant changes.). I do this to keep people from saying, "Oh, let's go visit Eliminster!  He'll know what to do!"

(Not that that isn't an option, but you know what they say about wizards!)

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #14 on: April 03, 2010, 08:52:37 PM »
Oh, as for Libra Mortis?  I'll take a look.  The main reason that I am going for a largely SRD game is that to access my library of books takes a lot of sweat and effort, and I can't keep them out, so each time I have to reference one, I have to go through the whole process again.  A class or PrC is alright, as I only have to look it up each time you level, but a feat that helps each undead... I need to either memorize it, or get the book out each time, look up the feat, then put it away again... every time the feat is used.

Anyway.  I'll go dig up Libra Mortis in the morning.

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #15 on: April 03, 2010, 09:03:19 PM »
It's not actually that big of a change...it adds a +4 Strength bonus and +2 HP/HD to created undead, basically a watered-down version of Augment Summoning for created undead. Most of its followups are minor things to...+Dex and speed increase (Nimble Bones), a extra die of cold damage on attacks, +1 natural armor, minor bonuses like that. Stuff like Destructive Retribution (undead you make explode when killed) are the stuff I'll try to avoid specifically because of the extra bookkeeping you mentioned.

Offline The Great Triangle

Re: Running the Realms (3.5 D&D system)
« Reply #16 on: April 04, 2010, 06:45:28 AM »
So, I'm interested in playing a venurable Orcish wizard.  Is that going to be workable in a game like this, or should I pick a more viable character concept?

(I'm planning on tilting my stats more towards physical than mental, and likely giving myself a level or two of fighter.  Basically, he's a footsoldier who came to wizarding late in life, and now journeys in his waning years to understand things about the world he once scorned.) 

Online PhantomPistoleer

Re: Running the Realms (3.5 D&D system)
« Reply #17 on: April 04, 2010, 07:48:36 AM »
I am interested!

Would it be possible to play as a Crusader from the Book of Nine Swords?

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #18 on: April 04, 2010, 08:12:42 AM »
I have every intention of learning how the tome of battle works, but I have not yet have the time.  So, no.  Not this game, sorry.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #19 on: April 04, 2010, 08:25:35 AM »
So, I'm interested in playing a venurable Orcish wizard.  Is that going to be workable in a game like this, or should I pick a more viable character concept?

(I'm planning on tilting my stats more towards physical than mental, and likely giving myself a level or two of fighter.  Basically, he's a footsoldier who came to wizarding late in life, and now journeys in his waning years to understand things about the world he once scorned.)

Absolutely.  That would work quite well.  Incidentally, I play Wild Magic with the older rules, with it's own spells, and much larger range of effects.  Wild Mages are like specialists, who add up to their class level to the percentile chart when rolling wild surges, get an extra wild mage spell of every spell level, exc.  If your interested, I'll get you a spell list.

Chris, don't comment.  :p 
« Last Edit: April 04, 2010, 08:52:25 AM by Tagan »

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #20 on: April 04, 2010, 08:32:14 AM »
It's not actually that big of a change...it adds a +4 Strength bonus and +2 HP/HD to created undead, basically a watered-down version of Augment Summoning for created undead. Most of its followups are minor things to...+Dex and speed increase (Nimble Bones), a extra die of cold damage on attacks, +1 natural armor, minor bonuses like that. Stuff like Destructive Retribution (undead you make explode when killed) are the stuff I'll try to avoid specifically because of the extra bookkeeping you mentioned.

I'm inclined to allow these.  (Note, nearly anything that takes a feat for such an advantage makes perfect sense to me.  Just list the feat and it's effects on your sheet.) As for the exploding skeletons...  Well, isn't there a spell that does the same thing?

So, Deathbound Domain, allowed.  Corpsecrafter feats, allowed, even Destructive Retribution, if you take 5 Other corpsecrafter feats first.
« Last Edit: April 04, 2010, 08:37:41 AM by Tagan »

Offline RubySlippers

Re: Running the Realms (3.5 D&D system)
« Reply #21 on: April 04, 2010, 09:26:22 AM »
Anyone not play ing a freaky character?  ;) (just joking)

As for the undead sort couldn't he take Azuth he is the Lord of All Magic and that must include Necromancers and their kind and he is LN? Just an out of the box idea that might work since he covers as followers "wizards, mages, spellcasters in general". Another option for a non-evil character might be Set he is LE so could allow a LN cleric sort if he must go that way under the one shift rule in alignment. If the class is a wizard then you could ne neutral in either case if your devoted to your research and magic. Just some ideas.

I mean we have to deal with folks an orc wizard and necromancer sort is not going to be all that inviting. I've decided on a nice normal CN Cleric of Sharess (you know the goddess of cats, festhalls, sensual delights and well fun stuff). I might do another class but just a cleric is fine if nothing else they are self-contained very dangerous class in their own right but I'm considering a 1 level of Expert what she did before choosing to be a cleric maybe a courtesan build. (Someone needs to be ,well, the kindly face of the group that can talk and I don't want to take a Bard or Rogue.) And come on someone has to play the hot babe in the group.  ;D

Human.

Oh are you allowing traits from the Unearthed Arcana you know those little things that add a little flavor to the character.
« Last Edit: April 04, 2010, 09:56:08 AM by RubySlippers »

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #22 on: April 04, 2010, 10:29:38 AM »
I will allow one trait, and one flaw from UA, if desired.  But I tend to take advantage of flaws, so fair warning.

Offline sleepingferret

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Re: Running the Realms (3.5 D&D system)
« Reply #23 on: April 04, 2010, 11:39:30 AM »
RE: Spells from the Spell Compendium

Just as a general question, are spells from this source approved on a case by case basis or is the itself book approved for use? 

Also, although a tad early to be planning this far ahead, what about say Reserve Magic Feats from the Complete Mage, the Practiced Spellcaster Feat from the Complete Arcane, and the Ultimate Magus PrC from the Complete Mage (well PrC planning, one can never plan too far ahead, PrCs make for interesting characters).

Also what about using PHB 2 options to change class features, swapping one class feature for an alternative class feature as presented by the PHB 2 (or other sources as well).

And as for a general PrC feasibility question, if we get approval for X PrC from Y source by you we're set then right?

I have a few character ideas, so I'm just trying to get a general feel for what options are open so I can toss a die out and have it decide for me which one to actually play. (random chart will be based upon option availability)

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #24 on: April 04, 2010, 11:44:48 AM »
Okay, one True Neutral Human Cloistered Cleric of Kelemvor (Deathbound, Travel, Knowledge), coming up. Sporting Corpsecrafter, Skeletal Minion, and Hardened Flesh (+2 NA). I'll be a bit pathetic, but my bony buddy should be a decent powerhouse/guardian even with his .5 BAB...which I'd like to end up improving at some point in the future, maybe with the Warrior Skeleton template out of LM, but that can wait for later after the campaign actually gets off the ground. The Murky-Eyed flaw'll give a good reflection of being nearsighted, probably with a pair of big, thick glasses as a cosmetic fix...what do you mean, it's creepy to have glasses with bone framing? :), so I can spend my trait slot on Absent-Minded.

There's only 6 total corpsemaking feats, though. Corpsecrafter, Bolster Resistance, Hardened Flesh, Nimble Bones, Deadly Chill, and Destructive Retribution, and I've already taken the two good ones.

Offline RubySlippers

Re: Running the Realms (3.5 D&D system)
« Reply #25 on: April 04, 2010, 01:21:55 PM »
I will allow one trait, and one flaw from UA, if desired.  But I tend to take advantage of flaws, so fair warning.

Most GM's allow two traits remember each ne has a small plus and a small minus. Like you might run faster but lose 1 hit point a level or gain a bonus on using one sort of magic but have a small penalty on all others. All in all they balance out and add flavor. And two I wanted are rather modest mostly to fit her background in fact neither have any effect on combat or saves. Just small modifiers on skills and penalties.

And I don't normally take flaws ,traits are fine you gain something and lose something and these are often modest for flavor for rp, while flaws can HURT.

I've decided on my character a Level 3 Human cleric of Lathander but a difference she is a commoner favoring reformer that ,well know that big eyesore temple in Shadowdale, would likely preach against her own temple and its abuses of wealth and gaudiness if there. She gets to Waterdeep oph yes she would nail up a 95 Thesis and go against them to in a nice way like marching in during high services and openly preach against the clerics there. I'm thinking of a name for her though and a title since she shuns using clerical titles and ranks I was thinking Preacher Alissant since she would preach the good word of her god and well be a CG religious free thinker. She might get a nice cult going someday since Lathander is a popular deity and she would promote a "protestant"  take on the faith.

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #26 on: April 04, 2010, 01:28:41 PM »
Well, that's 2 clerics so far...anyone else who's applying should also be a cleric, we can totally go with a Wacky Religious Hijinks theme for the game. ;D

Offline sleepingferret

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Re: Running the Realms (3.5 D&D system)
« Reply #27 on: April 04, 2010, 01:52:52 PM »
I could always do a re-make of an old character that actually survived a tabletop gaming mini-series.  Sadly for whatever reason, aside from my very first 2nd edition character I ever made, I think all my others have met their deaths somewhere along their adventures.  Well one got yanked into a Bag of Devouring...

But my old bladesinger.... and my cleric of Mystra are the only two that have actually lived.  Would have to see about what sources I can play around to see how much (or if I'd have to) change the character build any, but I could toss in my cleric of Mystra.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #28 on: April 04, 2010, 03:53:37 PM »
RE: Spells from the Spell Compendium

Just as a general question, are spells from this source approved on a case by case basis or is the itself book approved for use? 
Case by case basis. In play by post that shouldn't bother you much.

Quote
Also, although a tad early to be planning this far ahead, what about say Reserve Magic Feats from the Complete Mage, the Practiced Spellcaster Feat from the Complete Arcane, and the Ultimate Magus PrC from the Complete Mage (well PrC planning, one can never plan too far ahead, PrCs make for interesting characters).
Probably yes to most of these, though I don't know the Reserve Magic feat.  I'll look it up.

Quote
Also what about using PHB 2 options to change class features, swapping one class feature for an alternative class feature as presented by the PHB 2 (or other sources as well).
Probably not without a very good reason.

Quote
And as for a general PrC feasibility question, if we get approval for X PrC from Y source by you we're set then right?
Not sure what you mean by this.  If I allow a PrC, I may allow nothing else from the source, or select things.  Generally, your surer of getting into the game with a solid concept that doesn't make me dig out my books TOO often.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #29 on: April 04, 2010, 03:59:16 PM »
I could always do a re-make of an old character that actually survived a tabletop gaming mini-series.  Sadly for whatever reason, aside from my very first 2nd edition character I ever made, I think all my others have met their deaths somewhere along their adventures.  Well one got yanked into a Bag of Devouring...

But my old bladesinger.... and my cleric of Mystra are the only two that have actually lived.  Would have to see about what sources I can play around to see how much (or if I'd have to) change the character build any, but I could toss in my cleric of Mystra.

Bladesinger or Cleric of Mystra, both are fine... (Though I'm blanking on where the Bladesinger PrC is.)

Offline sleepingferret

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Re: Running the Realms (3.5 D&D system)
« Reply #30 on: April 04, 2010, 04:29:16 PM »
As for the Spell Compendium, no it doesn't...just wanted to check to be sure though.  I have my uses for the book, and then other times it sits on the shelf while I merrily pull out all of the classics and just grin when the DM raises an eyebrow from across the table as his plans get thwarted by spells that have been around way longer than I have played D&D.

My apologies, the Reserve Magic Feats are a type of, not a specific feat.  They allow the usage of a limited supernatural ability that mimics the effects of certain magics depending on which feat(s) you have.

Basic concept I'm looking at (hence the questions):

Human wizard/sorcerer (or maybe gnome or halfling just for some fun...haven't decided yet), aiming to work towards the Ultimate Magus PrC.  Hence the use of the practiced spellcaster feat will help, especially earlier on keeping caster levels more even, since neither base class will be leveled equally.  And I'd like to exchange the sorcerer's familiar for a bit more freedom with metamagic, as it fits into the PrC I'm looking into more, thus I'd like to use the Metamagic Specialist option (pg 61 PHB 2).

Other than that, other than maybe having a bit of fun with some background writing and such.  It's a fairly simplistic idea.
« Last Edit: April 04, 2010, 04:34:03 PM by sleepingferret »

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #31 on: April 04, 2010, 04:32:20 PM »
As for the Spell Compendium, no it doesn't...just wanted to check to be sure though.  I have my uses for book, and then other times it sits on the shelf while I merrily pull out all of the classics and just grin when the DM raises an eyebrow from across the table as his plans get thwarted by spells that have been around way longer than I have played D&D.

My apologies, the Reserve Magic Feats are a type of, not a specific feat.  They allow the usage of a limited supernatural ability that mimics the effects of certain magics depending on which feat(s) you have.

Basic concept I'm looking at (hence the questions):

Human wizard/sorcerer (or maybe gnome or halfling just for some fun...haven't decided yet), aiming to work towards the Ultimate Magus PrC.  Hence the use of the practiced spellcaster feat will help, especially earlier on keeping caster levels more even, since neither base class will be leveled equally.  And I'd like to exchange the sorcerer's familiar for a bit more freedom with metamagic, as it fits into the PrC I'm looking into more, thus I'd like to use the Metamagic Specialist option (pg 61 PHB 2).

Other than that, other than maybe having a bit of fun with some background writing and such.  It's a fairly simplistic idea.

Needs moar cleric. ;D :D

Offline sleepingferret

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Re: Running the Realms (3.5 D&D system)
« Reply #32 on: April 04, 2010, 04:33:14 PM »
The Bladesinger PrC has been written and re-written so many times it isn't funny.

The most common version used for 3.5 games is from the Complete Warrior (as it was one of the few books that was actually updated when 3.5 was released).  Page 17-19.

The Forgotten Realms source books also have a version released in the 3.0 Races of Faerun (pg 179-180).

Offline RubySlippers

Re: Running the Realms (3.5 D&D system)
« Reply #33 on: April 04, 2010, 05:32:46 PM »
Maybe it would better if we see whateveryone is running, I'd rather make a useful character that is in a slot not occupied.


Offline sleepingferret

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Re: Running the Realms (3.5 D&D system)
« Reply #34 on: April 04, 2010, 05:35:03 PM »
Maybe it would better if we see whateveryone is running, I'd rather make a useful character that is in a slot not occupied.

This is true.

So far we have at least what 1 cleric and 1 Dread Necro, or was that just the mentioning of a Dread Necromancer.

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #35 on: April 04, 2010, 06:37:15 PM »
Just a mention, I'm ending up going with a solid Cloistered Cleric.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #36 on: April 04, 2010, 07:14:42 PM »
Don't forget the Orc Fighter/Wizard.

If you all end up playing specialist wizards, I'll find a way to make it work.  Don't worry too much about what other people are playing.

Offline sleepingferret

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Re: Running the Realms (3.5 D&D system)
« Reply #37 on: April 04, 2010, 08:10:23 PM »
Ok then, I'll work something up and should have it up by tomorrow evening at the latest.

Offline swordwind

Re: Running the Realms (3.5 D&D system)
« Reply #38 on: April 05, 2010, 01:07:03 AM »
So whatever happened to the normal guy in all this?.....anyone? ..... ok then I'll do it then. One vanilla human fighter would like to join in on this little band of magical freaks. If you would have me join in that is. 

Offline The Great Triangle

Re: Running the Realms (3.5 D&D system)
« Reply #39 on: April 05, 2010, 03:30:50 AM »
Just need to resolve one last question to create my character:  Will item familiars from Unearthed Arcana be allowed?  (this doesn't really affect me too much, so I'll have a character sheet in a few minutes)

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #40 on: April 05, 2010, 03:56:35 AM »
The item familar is approved.

Offline The Great Triangle

Re: Running the Realms (3.5 D&D system)
« Reply #41 on: April 05, 2010, 04:26:46 AM »
Name: Rau'rik Dov Tremshah
Race: Orc
Class: Barbarian/2  Wizard/1
Appearance: A grizzled warrior covered in scars, wearing a beat up set of armor and carrying an axe that seems to have been in continuous use since one creature first figured out how to bash in the head of another with a slightly sharp rock.  He is bald and moves with a weary fatigue, as if carrying the weight of the realms on his shoulders.
Background: Rau'rik has been through far more than most orcs.  At 62 years of age, he is one of the oldest living members of his race, by the blessing of Gruumsh.  Rau'rik has fought for the orcish hordes on innumerable occasions, but his sense of honor and concern for his companions always granted him only survival, and never glory.  Finding himself unsatisfied in his waning years, Rau'rik enrolled himself in a college of magic, training in the arcane arts to help reinforce his waning physical form. To nearly everybody's suprise, he turned out to have an aptitude for magic, and has started adventuring in hopes of seeing the world and finding a god he can truly put his faith in.

Alignment: Lawful Good
Gender: Male

Str: 12
Dex: 8   
Con: 11 
Int: 14
Wis: 12
Cha: 14

HP: 20
AC: 14  (+5 armor, -1 dexterity)  Flat Footed: 14  Touch: 9    Speed: 30
Base Attack Bonus: +2

Attack:  Masterwork Greataxe +5 melee (1d12+1)   Unarmed +3 melee (1d3+1 nonlethal)

Saving Throws:  Fort +0, Ref -1, Will +3

Skills: 

Craft (weapons) +3 (2 ranks)
Handle Animal +5 (3 ranks)
Intimidate +6 (4 ranks)
Knowledge (Arcana) +4 (2 ranks)
Knowledge (Geography) +3 (1 rank)
Knowlege (Nobility and Royalty) +3 (1 rank)
Listen +4 (5 ranks)
Profession (Soldier) +3 (2 ranks)
Spellcraft +4 (2 ranks)
Spot +7 (5 ranks)
Survival +6 (5 ranks)


Feats: Power Attack (no longer usable),  Item Familiar (Greataxe), Scribe Scroll, Weapon Focus (Greataxe)

Trait: Hard of Hearing (-2 on listen, +1 on spot)

Flaw: Meager Fortitude (-3 on fortitude saves)

Class Features: Rage 1/day, Fast Movement, Uncanny Dodge, Spellcasting

Equipment: Ten Thousand Rivers of Blood (+1 Greataxe) (2,320), 4 +2 Javelins (664), Scale Mail (50), Wand of Bear's Endurance (5 charges) (450), Wand of Cat's Grace (5 charges) (450)

Spellbook: 

0: All
1: Shield, Obscuring Mist, True Strike, Charm Person, Enlarge Person

Spells Per Day:  0: 3   1: 1

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #42 on: April 05, 2010, 04:47:29 AM »
Well this was my idea for another game, but I have a bard that fights with her instrument. I read up on the item familiar and it would be something like that actually, its a living guitar. (the living part isn't even important, just the guitar weapon) She's already got a background and stuff ready so I shall just post it here.

Name: Ashley Alexis Alexander
Race: Human
Class: Bard
Appearance: Ashley stands about 5'4'' and weighs between 120 and 130 pounds. She's got red hair that falls at just the top of her back, pale skin and greenish blue eyes. She's not an overly imposing looking girl and generally tries to blend in when not playing music or working on some type of performance.
Background: For a seventeen year old Ashley is well travelled, though she never speaks of her past in great detail she does let on that she is not fond of home or of her family life before she had to leave there. When she was much younger, her parents and sister were killed by bandits that ransacked their house and she was only spared because she hid beneath something in the closet and remained silent. With her family gone, she wandered out and fended for herself by stealing and begging. Seeing her plight, a Paladin took her in. He had noticed her singing and commented that she should seek a career doing so.

Despite his generosity, Ashley wasn't one to be tied down. When she grew old enough she took to singing again, writing songs and making her presence known in the town. Her voice was known to lift spirits and invoke the powers into the hearts of people and when the Paladin was away once, she joined a roving band of minstrels whom she travelled with for some time. The group was seeking sea passage on a vessel when a Hurricane dashed the boat to pieces. Ashley lost all of her companions that day but in the wreckage of the storm she found an instrument floating atop the waves. She clung to it and held on for a day and was rescued by some passing sailors.

The instrument itself was sturdy enough to be a weapon but had the sweetest sound she'd ever heard. Though, she had no formal training in it's type of music. While at sea, crossing in the same vessel, she heard a voice talking to her from the corner of the cabin. When she awoke no one was there. But the voice persisted and she finally came to realize that it was the instrument. It told her its name was Tobias and over the course of the next few months, it taught her how to play it. Though Tobias admitted, she was somewhat of a prodigy.

Sheet link:
(COMING SOON - Pending approval of items)

STATS
STR: 14
DEX: 14
CON: 12
INT:  10
WIS: 12
CHA: 18

Edit: The instrument was originally said to be Mithral, but not sure if that would be allowed.
« Last Edit: April 05, 2010, 05:40:24 AM by Azrael, Archangel of Death »

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #43 on: April 05, 2010, 11:45:49 AM »
With the 2,700 gp starting, a magical axe/gitar is within your reach financially.

Though the item, if you bonded to it, would lose it's sentience till you reached 7th lvl.

Offline Opheliac

Re: Running the Realms (3.5 D&D system)
« Reply #44 on: April 05, 2010, 12:11:38 PM »
Im very interested in playing. :) I would like to play a dwarf artificer (Eberron Campaign Setting, pages 29 to 33). It would be a support role, but widely respected, and more.... in tune?... with the world around us. I could go as a backup or assistance to the "faceman" of the group. :)

As a side note: Ive always wanted to try the artificer class, but havent been able to because im usually the only person in my gaming group. XD

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #45 on: April 05, 2010, 12:42:26 PM »
Fortunatly I've run one artificer, and played with others... unfortunatly, it means I'd have to have the Eberon book out more often than I'd like.  Do good documentation on your abilities, and you'll have a better chance.

Another note... Warforged and other living constructs are not a Faerun phenomenon.  Golems and such are usually a higher level creation, high enough that you may not encounter one for a long while, or be able to build one for longer.
« Last Edit: April 05, 2010, 12:59:39 PM by Tagan »

Offline Opheliac

Re: Running the Realms (3.5 D&D system)
« Reply #46 on: April 05, 2010, 01:14:37 PM »
Im more than willing to provide extra documentation for you and good notes. Also, im not to worried about the construct stuff either. Theres just something about roleplaying the "average" person who just happens to have, or can make, anything that is needed. :) If you are still worried about the artificer class, im willing to play other classes... I think Sorcerer is the only thing I won't play. :( Too constricted.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #47 on: April 05, 2010, 01:41:25 PM »
I just spent the last 25 minutes getting the book out, reading the Artificer class and it's infusion list, and then putting the book back.

It's fine... Fairly simple to remember the basics, and mos of the infusions are in the SRD spell list...  So I anticipate no problems.

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #48 on: April 05, 2010, 01:49:23 PM »
I think I will just change her story some so that she learned to play on her own or something then, but I will go ahead and start designing the weapon. What's a cheap magical effect it could have?

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #49 on: April 05, 2010, 01:58:44 PM »
The weapon must cost at least 2,000 to qualify.  A +1 weapon costs 2,000.

If it's a weapon, then that's probably it.  Adding the masterwork instrument to the weapon then, and you are done.

(A masterwork Battle Axe Gitar with a plus 1 enhancement bonus would come out at 2,420 gold.)
« Last Edit: April 05, 2010, 02:07:04 PM by Tagan »

Offline Opheliac

Re: Running the Realms (3.5 D&D system)
« Reply #50 on: April 05, 2010, 02:12:11 PM »
As an artificer, could I make my own equipment, taking the xp hit?

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #51 on: April 05, 2010, 02:15:08 PM »
The weapon must cost at least 2,000 to qualify.  A +1 weapon costs 2,000.

If it's a weapon, then that's probably it.  Adding the masterwork instrument to the weapon then, and you are done.

(A masterwork Battle Axe Gitar with a plus 1 enhancement bonus would come out at 2,420 gold.)


I was actually hoping to use the guitar as bludgeoning weapon.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #52 on: April 05, 2010, 02:43:11 PM »
A +1 heavy mace with masterwork instrument attached would be 2,412 gp...

Not a large difference.

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #53 on: April 05, 2010, 02:53:03 PM »
A +1 heavy mace with masterwork instrument attached would be 2,412 gp...

Not a large difference.

Two handed or one? And alrightie.

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #54 on: April 05, 2010, 03:16:05 PM »
Heavy Mace is a onehanded weapon. Nothing stops you from wielding it in two hands for extra damage.

If you want a weapon that can only be 2-handed, there's Greatclub.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #55 on: April 05, 2010, 03:41:06 PM »
Bards aren't proficent with Greatclubs, (Or battleaxes). But they are with Heavy Maces.

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #56 on: April 05, 2010, 03:42:13 PM »
Ah so I could drop the proficency I had taken for the guitar?

Offline Christopher28

Re: Running the Realms (3.5 D&D system)
« Reply #57 on: April 05, 2010, 04:37:42 PM »
Are you attempting to become a Hanna-Barbara character?

Offline RubySlippers

Re: Running the Realms (3.5 D&D system)
« Reply #58 on: April 05, 2010, 04:46:42 PM »
Lets see claeric, fighter, bard, magey sort - you people need a rogue.

(gets to work)

 ;D

Rogues can be fund with good point buy. Jacks-of-All-Trades tend to get lots of skills after all 14's in every state with one a 15 in Dex will work. Human.

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #59 on: April 05, 2010, 05:05:40 PM »
Are you attempting to become a Hanna-Barbara character?

More like a cross between Hayley Williams and Haruko Haruhara.

Offline Christopher28

Re: Running the Realms (3.5 D&D system)
« Reply #60 on: April 05, 2010, 05:07:10 PM »
Name:Kurgan
Race: Dwarf
Class(es) Rogue/Fighter
Appearance: Stocky, like all dwarves, a long blond beard, braided reaching to the middle of his chest, piecing blue eyes.
Background: Kurgan left home to become a member of the Dwarven Guard... an elite unit of Dwarven mercenaries hired by a (cliche, I know) warrior princess to help her defend her homeland from a gigantic horde. When the dust settled, and the battle was won, the King was dead, and the princess was now regent to a boy who would be king. Thinking he would find glory and honor serving the new regent, Kurgan said his goodbyes to his mercenary group, and spent the next few years in the Regent's personal guard.

Things did not work out as he planned, however. Blatent "Human favortism" in the ranks keep him at the low end of things, and he quickly became disenchanted with his new posting. Kurgan held on for as long as he could, hoping his skills and reliability would get him noticed and promoted, but when it became obvious that was not likely to ever happen, he quit the force in disgust.

Kurgan was too proud to make his way back to his home lands and beg for his old position back with his old mercenary company, so he ended up doing odd jobs in the Human kingdoms, gradually moving from town to town looking for work. His skills atrophied as time passed and no challenges came his way, and while he always kept his axe sharp, there was not much call for an experienced Dwarven Warrior.

Seeing posted ads looking for "expert treasure hunters" in many a tavern, Kurgan brushed up on his locksmithing skills, (practicing on his own door at whatever inn he was staying, mostly, as he doesn't have the temperament to actually ROB anyone) Kurgan started applying for various "adventuring" jobs, hoping to get back some of the edge he had lost, and willing to do anything, even become a "treasure grubbing" adventurer if it would get some excitement back into his life.

So far he's been on two failed jobs... and has changed towns each time. Kurgan has managed to live through his failures and has gotten back something of his edge, and he's starting to get his confidence back, despite his mistakes. He figures he's learned his lessons well, and he's finally ready for some success.

Sheet link: http://www.myth-weavers.com/sheetview.php?sheetid=114227

Offline Opheliac

Re: Running the Realms (3.5 D&D system)
« Reply #61 on: April 05, 2010, 05:30:27 PM »
Artificers have disable device and open lock, so they arnt half bad psuedo-rogues. :P

Also, my question was not answered. Can I make my own equipment, sacrificing the gold cost for the xp cost?

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #62 on: April 05, 2010, 06:18:08 PM »
Artificers have disable device and open lock, so they arnt half bad psuedo-rogues. :P

Also, my question was not answered. Can I make my own equipment, sacrificing the gold cost for the xp cost?

You can make your own equipment, using the artificer's extra xp, and the gold you get.  20 xp at first level, 40 xp at second level, exc, though of course the 20 exp must be used before you level, so you could only make a scroll with it.

Exc.

If you want to make items beyond your free xp, you can use your own xp, though you will then hve less xp than the others, and so not be third level.

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #63 on: April 05, 2010, 06:41:24 PM »
Is Spellfire okay?

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #64 on: April 05, 2010, 07:22:02 PM »
No.

Or at least, not without a good in game reason, that comes IN game.

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #65 on: April 05, 2010, 07:31:01 PM »
Alrightie, I was just reading over Magic of Faerun and saw it.

Offline RubySlippers

Re: Running the Realms (3.5 D&D system)
« Reply #66 on: April 05, 2010, 08:03:27 PM »
I'm out I thought since you said the game was basic SRD and Forgotten Realms most of the materials would be limited to that. All these odd classes and rules are making me confused. I don't get it if you want to play a necromancer sort you can easily do that in the game either with a basic cleric or a wizard/necromancer specialty or combine them. And there are plenty of realms specific specialist classes to strive for that are sensible.

I just feel any character I would do with the limited resources I have would be underpowered to much and most of your classes do things I'd be inclined to take but why you do them already. And the one build I'd consider a rogue who is an athlete and acrobatic would not likely have much to do.

I just have no clue what to play and I'm one for doing something constructive and the group has it all covered.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #67 on: April 05, 2010, 08:21:49 PM »
So far, I have only allowed sources that add flavor, but do not, IMO, add power.  Inhave disallowed things unfelt would unbalance things.  The SRD is plenty powerful, and I mentioned at the begining that straying from it would lower the character's final acceptance chance.

So bye, I guess.

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #68 on: April 05, 2010, 08:59:23 PM »
I have Speak Language as a class skill, what languages would be most beneficial to learn/know? Faerun has almost as many languages as it does deities.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #69 on: April 05, 2010, 09:20:49 PM »
It is a problem, sure, and one I don't plan on helping with.  ;)

Still, for a person worried about common tounges, Goblin and Undercommon are usually good picks.

Most more powerful evil races end up enslaving Goblins, who are far too common in the Realms.  And you have to speak Goblin to give your slaves orders.

Undercommon is the trade tougue on the underdark, as well as being used in some sections of Waterdeep and Luskan.
« Last Edit: April 05, 2010, 09:24:59 PM by Tagan »

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #70 on: April 05, 2010, 09:35:15 PM »
Actually, I meant more like a separate language for the Dalelands, one for Amn, one for Thay, one for Rashamen, one for every separate nation on the continent. Or will Common be sufficient for communicating with people?


EDIT: Found a web article detailing languages. I'm just going to go with EVERYTHING. :)
Starting Languages for Human: Common, Chondathan (I'm going to be a Dalelands native)
Bonus Languages from Int: Abyssal, Celestial
Learned Languages: Undercommon, Goblin, Infernal, Draconic, Elven, Dwarven, Halfling, Gnomish, Netherese.

Once I level up, I'll start picking up the elemental tongues, self-taught out of the portable library he hauls around with him. :)


I've got a basic background idea to run by you also. Basically, he's a good-natured young priest who was raised from a young age by members of an obscure offshoot of the church of Kelemvor who call themselves the Reclaimers. Their core precept is honoring the souls now under their master's watchful care by making use of the earthly remnants those souls left behind and no longer need, putting them to good use exterminating sentient undead who defy Kelemvor's dominion, and other general nasties. In Cordale's case, he decided to honor his beloved Grandpa Jasper, the only surviving family member he knew, who died of old age when he was a baby and left him in the care of the clerics. Grandpa Jasper was a great warrior in his heyday, and he'd love the idea of getting dem old bones up, rattling around, and kicking badguy ass again.
« Last Edit: April 05, 2010, 09:45:48 PM by TheGlyphstone »

Offline Christopher28

Re: Running the Realms (3.5 D&D system)
« Reply #71 on: April 05, 2010, 10:05:40 PM »
A note on Kelvemor.  He's been the god of the dead for a rather short period... a couple decades at most, I believe, in Tagan's current timeline.  Not sure if that would mess with your backstory or not.

Offline Opheliac

Re: Running the Realms (3.5 D&D system)
« Reply #72 on: April 05, 2010, 10:09:03 PM »
The description will come later, but I have to work on my homework instead of this.

Myrna Steelshard
Female Chaotic Good Dwarf Artificer 3, Level 3, Init +1, HP 20/20, Speed 20
AC 18, Touch 11, Flat-footed 17, Fort +1, Ref +1, Will +1, Base Attack Bonus 2,   Action Points 6
Item Familiar  Warhammer +1 1 (1d8+3, 20 x3)
Masterwork Breastplate , Masterwork Heavy Steel Shield (+5 Armor, +2 Shield, +1 Dex)
Abilities Str 14, Dex 13, Con 12, Int 15, Wis 13, Cha 16
Condition None
Legendary Artisan (ECampSet pg 56): Reduces XP costs of creating magic items by 25%
« Last Edit: April 05, 2010, 10:10:23 PM by Opheliac »

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #73 on: April 05, 2010, 10:11:15 PM »
A note on Kelvemor.  He's been the god of the dead for a rather short period... a couple decades at most, I believe, in Tagan's current timeline.  Not sure if that would mess with your backstory or not.

That's fine, it just means there's even more wiggle room in the doctrines of his worshippers, because there hasn't been enough time for them to get settled and dogmatic yet. :-)

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #74 on: April 06, 2010, 02:02:13 AM »
I'm out I thought since you said the game was basic SRD and Forgotten Realms most of the materials would be limited to that. All these odd classes and rules are making me confused. I don't get it if you want to play a necromancer sort you can easily do that in the game either with a basic cleric or a wizard/necromancer specialty or combine them. And there are plenty of realms specific specialist classes to strive for that are sensible.

I just feel any character I would do with the limited resources I have would be underpowered to much and most of your classes do things I'd be inclined to take but why you do them already. And the one build I'd consider a rogue who is an athlete and acrobatic would not likely have much to do.

I just have no clue what to play and I'm one for doing something constructive and the group has it all covered.

I would try and build mostly from the SDR, the odd character choices usually don't end up being as broken as they seem and even then the more broken people are the less their chance of acceptance.

Offline ff

Re: Running the Realms (3.5 D&D system)
« Reply #75 on: April 06, 2010, 02:20:40 AM »
Hi Tagan,

Would an elven rogue or ranger be a suitable addition to the party? Those are two of my favorite archetypes, and the characters so far don't seem too heavy in that direction (one ranger-1 rogue-1 fighter-1, and I can try to choose complementing skills). She would probably have an archer emphasis. I might choose between ranger or rogue depending on whether it's a more outdoorsy or indoorsy exposition (I realize the point of a campaign is often not to know what's in store - but you know, whichever type of character would plausibly choose to join whatever the opening scenario is).

I would probably keep it fairly vanilla SRD, like a ranger-3 or rogue-3 with Point Blank Shot and Rapid Shot  and (if ranger) Precise Shot, and I might peruse other chars' skills to get a sense of what complements the party.

The backstory I have in mind is that she fought with the elves of the Ardeep in a prolonged set of skirmishes between them and the expanding human farmers/loggers/hunters on the outskirts of the big, rapidly growing city of Waterdeep. In one skirmish she found herself cut off behind enemy lines. She runs into a human ranger who thinks that *he* has been cut off behind enemy lines as well. It turns out they are between human and elven forces and probably going to get blitzed with arrows. They need to work together to slip out from between the lines and survive. It turns out that he's not a Waterdeep military regular at heart, but in the army b/c he's the son of a noble or commander and it's expected of him.

They briefly fall in love, but he goes back to a human noble girlfriend  - or there's some misunderstanding, like he's just making one trip back into Waterdeep to tell off his father, and to break off his arranged engagement to the girlfriend, but my character doesn't realize that. My character is upset and goes nuts, maybe scalping some humans, but the elves reject her for consorting with the enemy. She goes off alone towards some other elven pocket of civilization, maybe distant relatives, and will be crossing the Dalelands (are they on the way to Myth Drannor? If this is before the Spellplague, is this before it was destroyed?) when she runs into whatever scenario is the exposition of this RP.


Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #76 on: April 06, 2010, 05:15:55 AM »
Alrightie, my sheet is done, I got all the spells and everything figured out in it. I just need to do some more with my history, I have decided to brush up on my Forgotten Realms info and that Ashley will more than likely be from Neverwinter.

http://www.myth-weavers.com/sheetview.php?sheetid=197976
« Last Edit: April 06, 2010, 05:20:23 AM by Azrael, Archangel of Death »

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #77 on: April 06, 2010, 05:25:33 AM »
ff, an Elven Ranger would probably work quite well.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #78 on: April 06, 2010, 05:38:45 AM »
Well, that's three item familiars so far!  Three people with bits o their soul sticking out for me to steal!  (hehe)

Um. Did I say that out loud?

Anyway, facinating applications so far, all.  At this point I may start next Tuesday.

Offline Opheliac

Re: Running the Realms (3.5 D&D system)
« Reply #79 on: April 06, 2010, 11:07:19 AM »
I only did it because I need the extra experiance points for crafting. :( Id be more than happy without it. Infact, Id rather have the feat slot. :(

Offline ff

Re: Running the Realms (3.5 D&D system)
« Reply #80 on: April 06, 2010, 11:18:21 AM »
ff, an Elven Ranger would probably work quite well.

Great! I'll put together a char sheet and stat block.

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #81 on: April 06, 2010, 02:49:54 PM »
I only did it because I need the extra experiance points for crafting. :( Id be more than happy without it. Infact, Id rather have the feat slot. :(
Ugh it does require a feat, doesn't it? I might be better off without it too :P

Offline RubySlippers

Re: Running the Realms (3.5 D&D system)
« Reply #82 on: April 06, 2010, 02:57:10 PM »
Ok I have a character might as well focus on something and its inspired from the DnD Cartoon Series of the years of old and DnD 1st Edition a Thief-Acrobat Rogue build. Toss in Perform (dancing) sincea girl has to earn an jhonest living and some skills to skulk around should be very good if focused a great deal. Human. Anyway I don't think any character is taking what amounts to an athlete one can never be to sure when a master of balance, climbing, jumping, swimming, rope use and tumbling with hide and move silently will be handy. Think of her as a classic cat burglar if one has to make a rogue a category.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #83 on: April 06, 2010, 03:19:15 PM »
Ugh it does require a feat, doesn't it? I might be better off without it too :P

Like anything, it has advantages and disadvantages.  Unlike many feats, this one increases in power as you increase in level.  A magic item that you can modify yourself, is a handy thing, and the extra spells, skills and exp you can gain from it are nothing to sneeze at.  The possible loss of the item does make it a semi dangerous feat, and I have known Wizards to decide against having a familar for simular reasons.

It's a trade off.
« Last Edit: April 06, 2010, 03:21:49 PM by Tagan »

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #84 on: April 06, 2010, 05:52:49 PM »
I have another idea I would like to take up, man I should stop watching these crazy shows.

Offline Opheliac

Re: Running the Realms (3.5 D&D system)
« Reply #85 on: April 06, 2010, 06:05:33 PM »
Yeah. My intentions is that the item familiar is an heirloom forgehammer. Please note that im not even proficient in warhammer. After I finish this english homework, I'll go to work on the background and personality of Myrna.

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #86 on: April 06, 2010, 06:17:11 PM »
Meh. You guys are welcome to your item familiars. I've got my beloved Grandpa Jasper, rattling around like he wasn't a day over ninety. And just because he has a good metabolism and burns off weight really fast, it's not nice to call him a 'skeleton'.

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #87 on: April 06, 2010, 06:41:05 PM »
Seeing this: Zack Kim - Miss You (Original)

And this:



Gave me wild ideas.

Offline Aiden

Re: Running the Realms (3.5 D&D system)
« Reply #88 on: April 06, 2010, 06:50:34 PM »
This group still have room? I have an urge to pick up the role of a paladin or maybe a fighter...or a blackguard

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #89 on: April 06, 2010, 06:57:49 PM »
There is still plenty of time to apply, Aiden, though evil characters are unlikely to be chosen.

(Give me a really good reason why they'd work great with a party, and an evil character 'might' be accepted.)


Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #90 on: April 06, 2010, 07:11:49 PM »
I think I will be forgoing the um, intelligent item in light of not being like everyone else and going for something a little all original.

Offline Aiden

Re: Running the Realms (3.5 D&D system)
« Reply #91 on: April 06, 2010, 07:13:58 PM »
I might roll with blackguard need to dig my books out.

Book if Vile Darkness fair game?

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #92 on: April 06, 2010, 07:15:42 PM »
A Mithral Masterwork instrument would be 1,600 dollars, correct?

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #93 on: April 06, 2010, 07:20:06 PM »
A masterwork mythral instrument that weighs 3 lbs ordinarily would be 1,600 gp, yes.

Offline ff

Re: Running the Realms (3.5 D&D system)
« Reply #94 on: April 07, 2010, 02:37:36 AM »
Name: Aurali'iya Hala'sien (usually 'Aurali' or 'Aura' to non-elves)
Race: Wood Elf
Class(es): Ranger (deity: Solonor Thelandira, elven god of archery, hunting, and survival)
Alignment: Chaotic Neutral (was Chaotic Good until recently)
Age: 134 (about 22 in 'elf years')
Sheet Link: link

Female Chaotic Neutral Wood Elf Ranger-3
Level 3, Init 4, HP 20/20, Speed 30
AC 19, Touch 14, Flat-footed 15, Fort +4, Ref +7, Will +3, Base Attack Bonus 3,   Action Points 6
Abilities Str 16, Dex 18, Con 12, Int 12, Wis 14, Cha 12
SQ: elf traits, favored enemy (humans +2), wild empathy +2
Feats: Endurance, Point Black Shot, Precise Shot, Rapid Shot, Track
Skills: Hide 10, Knowledge (nature) 7, Listen 10, Move Silently 10, Search 8, Spot 10, Survival 8, Use Rope 5
Skill synergies: +2 Knowledge(nature), +2 Survival aboveground natural, +2 on Survival for tracking
Elf traits: immunity to sleep spells and effects, low-light vision, auto Search check w/i 5 feet of a secret door
Attack: longbow +8 ranged (1d8+3/x3) or rapier +6 melee (1d6+3/18-20)
Full attack: longbow +6/+6 ranged (1d8+3/x3) or rapier +6 melee (1d6+3/18-20)
Items:
Mithril Chain Shirt +1
Masterwork composite longbow (Str rating +3), quiver, 120 arrows
Rapier, shortsword, six throwing daggers
Rope, grappling hook, forest-camoflage body paint,
forest-camoflage cloak (she's taken reverie in it many a night),
flint and steel, spyglass, 100 gp

Appearance:  5'2", 95 lbs, fair peach skin, dirty bronze blonde hair, crystal blue eyes, 28' bust, 18' waist, 24' hips



Background:

When Aurali'iya was born to the elves of the Ardeep Forest, almost six generations ago in the brief lives of Men, the industrious and entrepreneurial humans of the westward city of Waterdeep had not yet expanded so far as they later would. Yet expand they did over those next six generations, bulding Waterdeep into the greatest center of commerce Faerun had eve seen.

Aurali had always been a touch of a loner, given to long strolls and explorations of her forestest homeland, often to the worry of her parents. They steered her to productive use of this proclivity, and once their daughter had completed the customary initiations and martial training of elvendom, she joined the ranks of the scouts and guardians who patrolled the fringes of the Ardeep elves' domain.

Among this order of rangers, Aurali quietly fell in with a circle of young would-be commandos with their own predictions about the future and ideas on how to deal with it. Although the ever-eastward pushing human farmers, loggers, and trappers had not yet quite encroached on what the Ardeep elven council considered their domain, Aurali's new peers quietly engaged in a strategy of preemptive psychological warfare against the humans. Though rarely appearing to them or harming them physically, they took to pranks and intimidation - a dead goat on a doorstep here, an escaped corral of livestock there, lumberjacks' axes gone missing - designed to play on the fears and superstitions of the humans. Often they left feigns signs of werewolves or other bogeymen, such as lupine hair and bite and claw marks on the goat.

In spite of or goaded on by all this, eventually the humans and elves did come to hard dispute over land rights. Prolonged negotiations fell through, as human frontiersman came to small skirmishes against the elven rangers, and both sides then sent in military regulars, ostensibly to defend and extract their besieged fellows, who ended up in larger skirmishes against one another.

Aurali was engaged in the thick of these, her heart often troubled by whether her own circle's quiet efforts had been in vain, or perhaps had in fact ignited the outbreak of battle.

On one overcast and eerily windy day, in the bitterest sortie yet, Aura found herself cut off, the last survivor of a small squad of her fellows, cut off behind the human lines. She crept a wider and wider arc through the forest, seeking to get back around from her own side ,yet pushed further and further from home.

In an emerald glade, early quiet but for the military horns in the distance, she chanced upon a human man. Tall, broad-shouldered, and blonde-maned was he, with alert yet gentle emerald eyes. He carried the longbow and trappings of a ranger or scout-archer like herself, and moved with as much stealth as she. She might never have seen him had he remembered to cover that flowing blonde hair which glimmered in the few rays of sunlight breaking through the cover of clouds.

They drew their bows simultaneously, and then circled one another warily, taking the measure of each other over their drawn arrow shafts. They barked questions at one another, each hoping to learn of the other sides' movements  before slaying their immediate foe. The ranger man thought himself behind the elven lines, as much the same plight as she. They realized they were in fact between two armies who had passed one another, and were now spiraling back together for a clash.

Then the arrows rained through the tree boughs, elven arrow shafts from the northwest and human arbalest bolts from the southeast. 

The man carried two shields upon his back - though he himself wielded a great two-handed sword, he carried the shields of two fallen comrades who had been friends through childhood and training, as per a custom to carry the shields of the fallen back when the bodies absolutely could not be. He tossed one to Aura and suggested that if they wishes to escape the approaching rainstorm of arrows, they ought run side by side, each holding a shield upwards and away from the other.

In this way they escaped from between the converging battle lines. With night falling, they spent the night holed up in a ravine. Each too afraid of the other to take sleep or reverie, they had naught to do talk. By morning, perhaps it was just the post-adrenal fatigue, but they had very different feelings about the conflict, and about each other.

The handsome ranger led her to a druidic enclave in the Ardeep, of mixed humans, elves, and gnomes, united in the ideals of his patron deity Chauntea. They lingered there, not quite feeling the resolve or courage to go back into the battle, even at risk of being branded deserters whenever they finally did return home. With the dread of this reckoning, and the peace of the enclave, the longer they lingered, the harder it was to leave this place, or one another.

All too briefly, it might have been said that they fell in love, but Aurali woke one morning to find the ranger gone. She learned form a half-elven druid of enviable beauty that the man had traveled back to Waterdeep, if not to the military (which he had always been rather pushed into by his high-stationed father and paladinic elder brother, and not so passionate about himself), then to the human noble girl to whom he was already betrothed.

Aurali'iya ran away, bitterly. Stalking the Ardeep and the ongoing skirmishes, she fell to guerrilla warfare, hiding and then shooting men when they broke from their companies to relieve themselves, rarely being seen herself. Briefly she found and rejoined several of her former circle, who had now fallen back to old custom like grisly interrogation and taking scalps. Aura's own heart darkened some, falling from the apex of idealism she had achieved while in the company of the goodly and thoughtful ranger. She fell yet not so far that her patron god abandoned her, but it remained in limbo whether her heart might rise again or full yet further.

Restless with her actions one night, Aurali discovered in her sleeping bag a small note in the human ranger's hand, addressed to her, and probably intended to be found as soon as she woke to find him gone. He had, apparently, intended to return only briefly to Waterdeep, to deliver his fallen friends' shields to their families, to excuse himself from his parentally arranged engagement, and to face his father and proclaim that he would now live his own life beyond the arms of Waterdeep and within those of his elven love. In this letter he apologized for his cowardice in not saying so aloud, knowing that he would not have the heart to leave her side once they spoke face to face.

Aura left her fallen-to-savagery elven allies, and crept back to the druid camp. She found it deserted and burned, for a terrible meeting of the elven and human armies had happened there. She found only one of the gnomes, hiding out in a rocky hill crag. He confessed that when the ranger man had returned, the very same day, the half-elven druidess had told him that Aura had abandoned him, with a story like to the one she had told Aura, that Aura had gone back into the fold of elvendom and her own prior betrothal.

The druidess was, apparently, a former lover of the ranger's, and he had fallen into her arms for comfort just before the entire camp had been besieged and fled. Aura and the gnome had no way of finding the others again, and even if she found his human family in the city, it was not likely that he would return there soon.

Aura helped guide the gnome out of the Ardeep and on his way to his birth-land, then she herself went in shame back to elven society. There she was scorned and prosecuted. Her desertion was known and not excused. One of her former allies had beat her back from the wilderness (probably because she had detoured to help her gnomish friend), pinning all his own war atrocities upon her, and telling of her involvement with a human. 

She was shunned and exiled. Aura traveled east, toward the great inland forests of Cormanthor, with the dim hope that distant relatives, living in the shadow of Myth Drannor, would take her in. Taking the swift trade roads, she would pass on her journey through Cormyr and the Dalelands.
« Last Edit: April 07, 2010, 02:43:32 AM by ff »

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #95 on: April 07, 2010, 02:47:25 AM »
Jeeze you must know a lot about Forgotten Realms material.

Offline ff

Re: Running the Realms (3.5 D&D system)
« Reply #96 on: April 07, 2010, 02:52:30 AM »
Jeeze you must know a lot about Forgotten Realms material.

lol thanks. I Googled for a map of Faerun (and there are these huge like 3000x4000 pixel maps out there) and sure enough Dalelands was between Ardeep and Myth Drannor.

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #97 on: April 07, 2010, 02:54:42 AM »
I have never really played in the setting and I am reading up on it.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #98 on: April 07, 2010, 11:29:16 AM »
I have never really played in the setting and I am reading up on it.

Don't worry TOO much about Faerun lore.  My own Realms knowledge is only moderate, and mostly gained through the novels, and old modules.  Some things may not be quite as listed in the source books.  ;)

Offline RubySlippers

Re: Running the Realms (3.5 D&D system)
« Reply #99 on: April 07, 2010, 11:39:42 AM »
I have a two questions one for my character, can I sacrifice the sneak attack ability for fighter bonus feat progression its an option in the on-line SRD 3.5 rules from the Unearthed Arcana? I'm bouncing off that as a character option trying to decide if sneak attack is worth taking.

And about the Artificer can they do the class skill Trapfinding if you read it unless you have that class skill ,Rogues get it, you can't even search for traps and can't hope to disable them such a skill means you have practical knowledge on dealing with the damned things. And why most character groups need a professional rogue no other class can normally deal with such threats. But I'm not sure what the Artificer class allows but it seems odd the GM would allow bypassing a core class with a clear game skill required (Rogue) to strip them of what amounts to a very core feature. Just asking I'm not a rules lawyer type this is up to the GM but just pointing out if they don't have Trapfinding then a professional rogue will be necessary at least according to the rules.

I'm still focusing on being an athlete and I'm thinking a flashy fighter sort of rogue over the cloak & dagger sort.

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #100 on: April 07, 2010, 11:40:30 AM »
Don't worry TOO much about Faerun lore.  My own Realms knowledge is only moderate, and mostly gained through the novels, and old modules.  Some things may not be quite as listed in the source books.  ;)

Does that mean I'm good with my Kelemvor splinter cult?

Offline Opheliac

Re: Running the Realms (3.5 D&D system)
« Reply #101 on: April 07, 2010, 12:41:48 PM »
Quote from: Eberron Campaign Setting Page 30
Disable Trap: An Artificer can use the Search skill to locate traps when the task has a Difficulty Class higher than 20. Finding a nonmagical trap has a DC of at least 20, or higher if it is well hidden. Finding a magic trap has a DC of 25 + the level of the spell used to create the trap.
There is also the blurb about studying the trap, and disabling it, but I feel this was the part asked about. Rogues are useful because their class ability gives them BONUSES to search and disable device skills when it comes to traps.

Now, all this aside, you can see from my character sheet that I didnt set my character up as a "rogue-replacer". My skill points were deeply sunk into Craft instead of Search and Disable Device. So, while I can disable device, somebody who knows a bit more than me would be greatly helpful. If we had a dedicated rogue, I could assist them for the bonuses, instead of having to divert some of my skills at a later date. And Im still willing to change characters, so the Artificer class isnt set in stone. If it benefits the group, I could play something else... Its been a while since Ive run a straight up fighter...
« Last Edit: April 07, 2010, 12:43:30 PM by Opheliac »

Offline RubySlippers

Re: Running the Realms (3.5 D&D system)
« Reply #102 on: April 07, 2010, 12:50:45 PM »
Just asking.

That is good a dedicated Rogue will be handy. And at least you can make up all sorts of gear for my rogue and be useful to her. I'll twakmy character a bit.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #103 on: April 07, 2010, 01:22:42 PM »
Glyphstone, as long as you destroy any intelegent-evil undead you find, and don't make any yourself (or at least destroy any you create,) Kelvemor's going to keep granting you spells.  If you have a habit of making and controlling Skeletal Trolls and Zombie Dragons...

Well, he'll probably just smile.

Ruby, you can make your rogue using the UA version, switching out sneak attack for Feats is a perfectly legitimate swap, IMO.

Opheliac, your Artificer may end up being the only trapfinder, or one of three at this point. (Or may not make the cut, obviously.)

So far, I have not made any final decisions on party members and I don't plan to until Tuesday. (4/13)

So if anyone else is thinking about applying, there is still time.


Offline Opheliac

Re: Running the Realms (3.5 D&D system)
« Reply #104 on: April 07, 2010, 01:37:39 PM »
As a back up character, I have a human Monk/Paladin in mind, with Vow of Poverty, in case the Artificer doesnt make the cut.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #105 on: April 07, 2010, 02:57:57 PM »
As long as you post them by tuesday, I'll consider them.  :)

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #106 on: April 07, 2010, 03:24:56 PM »
Quote
Glyphstone, as long as you destroy any intelegent-evil undead you find, and don't make any yourself (or at least destroy any you create,) Kelvemor's going to keep granting you spells.  If you have a habit of making and controlling Skeletal Trolls and Zombie Dragons...

Well, he'll probably just smile.

...not really helping. If Kelemvor disapproves of the motives/methods by the Reclaimers (reanimate the mindless dead as a tribute to the souls in Kelemvor's care and use them to exterminate the sentient undead), he wouldn't have kept granting all of them spells for the 15-20 years it took my character to study with them, and I'd already know if this is too far of a deviation from his ethos (if he has one yet, since the timeline apparently places him as newly risen to his position).
« Last Edit: April 07, 2010, 03:41:19 PM by TheGlyphstone »

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #107 on: April 07, 2010, 03:39:25 PM »
Sorry, I thought I was more clear.  More plainly stated, I see no problem with your Cleric, his motives or methods.
« Last Edit: April 07, 2010, 03:41:08 PM by Tagan »

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #108 on: April 07, 2010, 03:41:56 PM »
[MrBurns]
Eeeeeexcellent.
[/MrBurns]

Offline Christopher28

Re: Running the Realms (3.5 D&D system)
« Reply #109 on: April 07, 2010, 04:54:45 PM »
Don't worry TOO much about Faerun lore.  My own Realms knowledge is only moderate, and mostly gained through the novels, and old modules.  Some things may not be quite as listed in the source books.  ;)

And a LOT of time spent as a player in forgotten realms games... playing a character named... gasp... TAGAN!

And Kurgan is, essentially a dedicated rogue, at least he'll be maxed out in Search, Open Locks, and Disable Device every three levels (and at worst, behind 2 points otherwise).  He's a front line fighter as well... and the sort that is comfortable being in front of the party both in combat and while searching down dungeon corridors for traps... (as he's got pretty good AC, hit points, and skills dedicated toward trap-springing.)
« Last Edit: April 07, 2010, 04:58:37 PM by Christopher28 »

Offline sleepingferret

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Re: Running the Realms (3.5 D&D system)
« Reply #110 on: April 08, 2010, 12:07:03 AM »
Sorry got called out of town on short notice to do some computer work, so haven't had time to do much else.

If I may still apply to join in the fun, here's a sheet link:

Laz

Missing information on familar, pending approval of special class feature usage:

Metamagic Specialist (Sorcerer, pg 61 PHB 2): Allows a sorcerer to use metamagic feats on sorcerer spells without increasing the casting time.  Thus a sorcerer could use the quicken spell feat.  A sorcerer may use this ability 3 + INT mod times per day (minimum of 1).  Replaces: Sorcerer's familiar.

If allowed, I'd only gain "level" based benefits for having a familiar based upon my wizard level.

The List of Magical Toys (and non-magical), needing approval:

Shiftweave (pg 133-134 Magic Item Compendium; 500gp, 5 lb): Magic clothing, wearer can "change" outfits as a swift action.  Shiftweave cannot mimic armor, has no affect on armor..and each shiftweave has 5 preset outfits it can change into.

I was thinking of:
1. pretty much your typical wizard robes, suitable for traveling but nothing flashy. (think plain, functional, and practical..but still marks you as the wizard in the crowd...think Gandalf the Grey)
2. a "beggar's outfit", poor shoddy street clothes to blend in with the poorer townsfolk, and hopefully slip away into a crowd
3. a winter outfit
4. noble wizard's outfit (not necessarily flashy, but fitting to wear in a nobleman's court)
5. noble outfit (a "lower profile outfit", for use when one doesn't want to necessarily pubically announce one's profession; but still fitting to wear to see the king)

Everlasting Rations (pg 160 Magic Item Compendium; 350gp, 2 lb): Pouch that refills every morning at sunrise and contains enough trail rations for a medium creature for a single day.

Everfull Mug (pg 160 Magic Item Compendium; 200gp, - lb): Looks like a simple clay mug, but threee times per day upon command fills with either 12 oz of water, cheap ale, or a watery wine.

Magic Bedroll (pg 163-164 Magic Item Compendium; 500gp, 6 lb); Grants endure elements, and if after sleeping the bedroll for 8 hours you recover 1 hp per character level (in addition to the hit points you recover normally).  Getting into or out of a magic bedroll is a full-round action.

Arcanist Gloves (pg 72 Magic Item Compendium; 500gp, - lb): 2/day (activation as a swift action), may increase the caster level of a 1st level spell cast in the same round by 2 levels.

Masterwork Potion Belt (pg 96 Forgotten Realms Campaign Setting; 60 gp, 1 lb): Well made belt that can hold 10 potions that are easily accessible.  Potions may be retrieved as a free action from a potion belt.
-Potion of Cure Light Wounds 1d8+1 (3) (50gp each; 150 gp total)
-Shield of Faith +2, Potion (2) (50gp each; 100 gp total)
-Mage Armor, Potion (50 gp each)

Also hope it isn't a big deal, but I used the material from the Magic of Faerun supplement to "build" a custom spellbook.  So my character isn't just carrying around a "plain Jane" leather bound book.

Background: Born in the city of Emmech; Laz grew up around a constant military presence.  But despite the ever "clanging" presence of a blacksmith's hammer or the "clash" of swords as men trained for battle, Laz was always more interested in knowledge.  And while his knowledge gained through reading so many books, never taught him how to fight very well.  He did become a fair scribe, and even learned a bit of magic from the local sage.

"Laz" the historian, "Laz" the lazy scholar, oh the list could go on for more volumes than have probably ever been written in all of Toril.  He was despised because he wasn't a solider or even a sturdy brawler, yet everyone from the common folk to many of the ranking officers of the army at Emmech knew to ask around for Laz if they needed a question answered.  Because aside from perhaps knowledge of more seedier things, the lad would read anything he could get his hands on.  And if he didn't know an answer, he either knew where to find one, how to find one, or where to send someone to get an answer.

But that was life as a growing youth, still learning the Art and having a bit of naivety about the world.  It wasn't that he hadn't read about the histories of the various cultures of Toril, or that he hadn't known since he was old enough to understand that somethings are just bad.  But when war unexpectedly came to Emmech's doorstep one early morning, his entire life just shattered.  It was as if he wasn't living in the same world anymore...he might of become part of Emmech's history (well at least in the sense, that the poor fool would of died there), but for whatever reason even amongst the destruction and chaos, when the smoke finally cleared; Laz was still alive.

One of the captains of the army looked at him and asked if he was alright, but Laz just simply nodded and didn't say a word.  All he could see was his "shattered" world before him, and when he looked closer he found all that was important to him gone.  The old sage that had taught him, his family....all just gone.  So amidst the still smoldering cinders, he gathered up a few things and set out again without a word.  He couldn't even offer the commonfolk a tearful glance, he just started walking.  He had images of faraway lands in his mind, and so he set out to see them.

If you ask some of the survivors of that day about Laz though, they'll still call him "Laz" the scholar, etc...but they also whisper of the fire that was in his eyes as he walked out of town that fateful day.  Whether it is just a tale amongst the common folk meant to bring hope, or whether it has any truth to it, they say that it wasn't just a look of determination, but one of plotting revenge.  One day they say, Laz will return and bring swift death to our foes.  Laz himself of course, doesn't speak much of himself or the past if asked.  But the part of him that made him the "town know it all" still remains.  As does his quest for knowledge.
« Last Edit: April 13, 2010, 02:42:44 PM by sleepingferret »

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #111 on: April 08, 2010, 04:29:24 AM »
I did a massive adjustment on Ashley's sheet, dropped the intelligent weapons in light of something a little more freeing and fun and I am thinking I might multi class her. Are there any Barbarians in the group? I was thinking about that to reflect her temper, but only taking that leveling to a short point. Still not sure and thinking about if it would be wise or not.

As for the back story, I don't want to get too detailed, the Forgotten Realms story is pretty set in stone huh? I've never actually read any of the novels and most of the dealing I have had with it is people's stories about the setting.

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #112 on: April 08, 2010, 05:12:07 AM »
Reposting because so much has changed.

Name: Ashley Alexis Alexander

Race: Human

Class: Bard

Appearance: Ashley stands about 5'4'' and weighs between 120 and 130 pounds. She's got red hair that falls at just the top of her back, pale skin and greenish blue eyes. She isn't a figure of imposing stature and doesn't even appear to be very muscular, but she's in extremely good shape. Toned, flexible, agile although not too hardy. Despite the travel and her overall dangerous life, Ashley still looks like a seventeen year old girl though there's somewhat of a mature aura about her and in the way she speaks. 

Background: Ashley was born in the city of Neverwinter, along the Sword Coast, but has traveled all over. Most of her time being spent somewhere in the region near her home town. Waterdeep, is a city that she has actually spent more time of because of its bustling crowds and constantly changing groups that come in through the port.

Most in the area who have heard of Ashley, know her only as the dueling bard, carrying two guitars, a five string Bass she calls Rickenbacker and a twelve string guitar named Tobias. Ashley fancies herself as somewhat of a musical prodigy, having learned from a young age how to play both of the instruments simultaneously.

Growing up, her father, Tobias Alex Alexander was a wealthy trader--a merchant who actually made his own musical instruments. He wanted her to take up the family trade, but she was more interested in her mother's work. Myra Rickenbacker, was an esteemed bard who vanished when Ashley was a small girl. To Ashley, in learning to play and being like her mother, she could actually some day find her and reunite with her.

Through all of this, Ashley hasn't been the luckiest person when it comes to travels and that's why she usually comes back to Waterdeep where she has something to ground her and keep her mind straight. She's well known there, or well known enough. Most of her adventures end in disaster, but she's determined to go on her quest.

Her father actually made the instruments she uses, though the pair of instruments aren't her first pair and she simply calls them those names despite them not being the originals.

The name, dueling bard has a double meaning. Ashley, when in a fight uses the two instruments as weapons, often at the same time. This is a feat her father witnessed once and despite his objections to his products being used in such a way, he was glad to see they could hold up and even built her current pair to be able to do some damage.

Adventure hook: Where ever the game starts, it can be taken as Ashley being out on her quest to find her mother, traveling the land, fighting, writing songs and singing for crowds.

Personality: Ashley can be described as having an over powering personality and she is naturally attractive (in a more spiritual way) to those around her. Though much of her work as a bard is different in that it doesn't deal with specific events and happens to talk more about feelings and vague emotion. She still stirs people up. When angered, Ashley tends to keep her wits about her, but she is a very ferocious fighter. Ashley is too young to have been in too many relationships, but when it comes to attachment, she has a hard time equating attachment to someone who's not family and prefers to keep things from going too far down that route. She prefers to be personable with everyone pretty equally. Oddly enough, when not putting on a show or traveling she tends to be lazy. She believes that rest should really be that, rest.

Sheet link: Ashley's Sheet

STATS
STR: 14
DEX: 14
CON: 12
INT:  10
WIS: 12
CHA: 18


Offline ff

Re: Running the Realms (3.5 D&D system)
« Reply #113 on: April 08, 2010, 04:20:47 PM »
Neat. Since Ashley has an upper-class Waterdeep background, perhaps it could come up at some point that she and the ranger 'ex-boyfriend' of Aura knew (of) each other.

Offline RubySlippers

Re: Running the Realms (3.5 D&D system)
« Reply #114 on: April 08, 2010, 06:52:46 PM »
Jewel Joule the Acrobat

http://www.myth-weavers.com/sheetview.php?sheetid=198668  ~under construction~



No use getting all complicated she was raised and trained in the strongest dale and is an acrobat and dancer, while dabbling elsewhere for now.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #115 on: April 08, 2010, 06:54:44 PM »
Just saying I like what I see so far, and there is still plenty of time for people to apply.  The players will be chosen and the game will start in Tuesday.

Offline Milanthe

Re: Running the Realms (3.5 D&D system)
« Reply #116 on: April 08, 2010, 10:54:36 PM »
I've been really interested in playing a system game (as I haven't before).  If you think you can handle someone who's used to free form, I'd like to join, I think I can handle making a character on my own (so far, that's as far as I've dipped into system games).  I just need to know if there's anything specific you're looking for/need.  I prefer human/elven/half elven characters, as well as magic casters or thief types, so I'm doubly in if you're needing a combination there-of. 

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #117 on: April 09, 2010, 05:06:51 AM »
So far, nothing is expecially 'needed.' A sorcerer might work well for you, if you are you
unused to system games.  Let me know if you need any help.

Offline Milanthe

Re: Running the Realms (3.5 D&D system)
« Reply #118 on: April 09, 2010, 05:18:05 PM »
Name: Reaha Drealker
Race: Elf
Class(es):  Druid 2/Illusionist 1
Appearance: Dark hair, dark eyes, light skin.
Background:  Working on it.
Sheet link: Reaha Drealker

Anyone have a link to a map I can use to help me develop background, as well could someone tell me where this starts on said map?  Also need a link to information on spells/powers.  Place I used to look for 3.5 kinda dissapeared on me.  Had to use a generator I didn't know to help me out, dang thing didn't have spells.  :P  Just need those two things and I can finish up.

((btw, NVM on the winged elf question, elf does just fine))
« Last Edit: April 09, 2010, 06:46:09 PM by Milanthe »

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #119 on: April 09, 2010, 07:41:13 PM »
Here is the SRD my source.
http://www.d20srd.org/index.htm

The game will start in the dalelands, and will have links to Waterdeep and the Underdark.

Offline ff

Re: Running the Realms (3.5 D&D system)
« Reply #120 on: April 09, 2010, 07:54:09 PM »
Name: Reaha Drealker
Race: Elf
Class(es):  Druid 2/Illusionist 1
Appearance: Dark hair, dark eyes, light skin.
Background:  Working on it.
Sheet link: Reaha Drealker

Anyone have a link to a map I can use to help me develop background, as well could someone tell me where this starts on said map?  Also need a link to information on spells/powers.  Place I used to look for 3.5 kinda dissapeared on me.  Had to use a generator I didn't know to help me out, dang thing didn't have spells.  :P  Just need those two things and I can finish up.

((btw, NVM on the winged elf question, elf does just fine))

Sure. I had a similar curiosity. Here is the first page when I image-googled "Faerun map" (since I'm not sure what size you want I'll link the google page rather than a particular map - some of them are really huge, like 4000x3000 pixels, and I'd hate to bog down your internet connection if that's too big!)

http://images.google.com/images?hl=en&source=hp&q=Faerun+map&gbv=2&aq=f&aqi=&aql=&oq=&gs_rfai=

A big one: http://www.garstor.com/docs/Faerun.jpg

Dalelands is in the mostly north and somewhat west (but not extreme northwest) area. Its text is in red in this map. It's southeast of the giant Anauroch desert in the northwest.


Offline Milanthe

Re: Running the Realms (3.5 D&D system)
« Reply #121 on: April 09, 2010, 08:54:13 PM »
Name: Reaha Drealker
Race: Elf
Class(es):  Druid 2/Illusionist 1
Appearance: Dark hair, dark eyes, light skin.
Background:  Many know Reaha's name, but her past is another matter.  A wanderer of high intrigue, she seems to only come out of the trees when she has some furs for trade for things that she supposedly needs.  Always clean and tidy in appearance, she never does without soap and at the towns she frequents, the shop keepers have began taking bets on what scent she'll take the next time she's in.  Never taking the same scent in a row, but also usually coming back to a scent of lilies and sandalwood.  She seems to avoid other elves, even going so far as to run if she thinks one will approach her, perhaps fearing they will want to know more than she's willing to tell.
In her past, it seems that she was believed to be 'touched', or rather insane.  In the present, she will sometimes show symptoms of this, though she is usually somewhat detached from the reality around her, when she acts, it's usually in self interest or in the interest of others.  A few times, she has acted touched by suddenly becoming passionate about something.  Becoming angry, bursting into tears or becoming... affectionate to someone randomly.  Again, shopkeepers seem to be the only one's interested in her past on this subject, some thinking she's had to have gone nutters from a family tragedy, others saying it's got to be from birth.  Highwood is a town that she seems to frequent most often, and among the poor and stall owners, she's seemed to have become quite popular.
The reality of it, is unfortunately a combination of the two.  A quiet child from birth, it wasn't until tragedy became her family that she ever became passionate for things.  She is almost unbelievingly polite as a result of her upbringing as well, never forgetting to say 'please' or 'thank you' and will usually not speak unless she is spoken to.  Her father had been a court arcanist and her mother a lady of exceptional upbringing.  Their names are unknown, as even though Reaha uses the name Drealker as her surname, it seems no other elf has heard of it.
Sheet link: Reaha Drealker

Background needs a little cleaning up, but for now, this is it.  I'm pretty sure I've got everything taken care of in the character sheet, if anyone would be kind enough to take a look and tell me if I'm missing anything, it would be greatly appreciated.

Offline ff

Re: Running the Realms (3.5 D&D system)
« Reply #122 on: April 10, 2010, 12:01:57 AM »
Looks nice Milanthe.

Tagan, I have a question about elven ages - I think I was told once that (Faerunian) elves become 'adult' at age 110. So, I figured that it was about 6:1 (6x18 = 108), so I made my char 134 (about '22 in elf years' since it's 24 years above 110).

If I'm wrong and Forgotten Realms elves grow at a human pace, I'll change my sheet. I ask because Reaha in her char sheet is 20. I don't mean to sound pedantic or nitpicky or anything....I just want to make sure I roleplay consistently, if for example Aura and Reaha get to talking about their elven childhoods or ask each other's ages (probably not as rude among elven women since they age slowly and gracefully  ;D), etc.

Also let me check my XP while I'm  bugging you - in the Mythweavers sheet I put 3,000 XP (min for level 3 i think?), 6,000 for next level, and then for the 'change' blank, which I figured was just the difference, I put 3,000. If that's not right I'll change it.
« Last Edit: April 10, 2010, 12:03:45 AM by ff »

Offline swordwind

Re: Running the Realms (3.5 D&D system)
« Reply #123 on: April 10, 2010, 02:56:37 AM »
Name: Rill   

Race: Human

Class(es) Monk   

Appearance:
http://images.elfwood.com/art/n/i/nicklas/monk.jpg

Background: Born into a family of serf’s Rill was given to the local temple as payment for the debts his family had collected over the years in failed harvests. Upset at the fact that his family had abandoned him to strangers Rill at first rejected the teachings of his temple and created no end of trouble for the elders that lived within it’s walls.

Yet unlike his family his mentors didn’t lash out at him. They merely ignored his actions and waited. In time Rill’s anger turned to hunger and when he tried to get food he was ignored. Anger consumed him one more but the longer his anger lasted the more he was ignored and in time he burnt himself out.

These monk’s lived in peace with the world around him and since Rill was upsetting the balance they had decided that the best course of action was to show him that he didn’t matter to their world and because of that he was to not be seen nor heard unless he became apart of their world.

Rill thought this was foolish but he didn’t have a choice. As time went on he fell into line and started to accept the ways of the temple. Through training, meditation, and reading he craved himself into a model monk for the temple. When he grew old enough he was granted the right to leave the temple and start, what his elders called, a spiritual journey. What that was he didn’t know but it involved him to interact with the locals of the towns. Something he personally wasn’t looking forwards to. For the temple had him only interact with other monks and it left him feeling slightly worried while around other people. 

Sheet link (Working on that…)
Abilities:
Str 14 Dex 14 Con 12 Int 12 Wis 18 Cha 10
HP 21
AC: 17 Touch: 17 Flat Footed: 11
Init: 6
Speed: 40ft
Saves:
Fort  4
Ref   5
Will  7
Attack: 5 or 3/3 FoF 1d6+2
Attack: Sai: 5 or 3/3 FoF 1d4+2 (+4 vs Disarm attempts)
Attack: Shuriken +5 or 3/3 1d2
Skills: (40)
Balance (Dex) 3[7] Climb (Str) 2[4], Concentration (Con) 1[1], Craft (Int)(Books) 1[2], Diplomacy (Cha) 3,2[4] Escape Artist (Dex) 3[5], Hide (Dex) 1[3], Jump (Str) 3,2[7] Knowledge (arcana) (Int) 2[3], Knowledge (religion) (Int) 2[3], Listen (Wis) 1[5], Move Silently (Dex) 1[3], Perform (Cha) 2[1], Profession (Wis) 2[6], Sense Motive (Wis) 5[9], Spot (Wis) 1[5], Swim (Str) 2[4], Tumble (Dex) 5.2[9]

Feats:
Weapon Focus (Unarmed Strike)
Improved Initiative
Stunning Fist 3/day DC 15
Deflect Arrows
Power Attack
Special Qualities:
Flurry of Blows,
Improved Unarmed Strike
Still Mind, Evasion,

Gear:
Heavy Horse(Randy)
Riding Saddle
Bit and Bridle
4x Saddle bags
Bracers of Armor +1
4 day Rations
2x Water skin
Silk Rope
2x cure light wounds potions
2x Mage Armor Potions
Tent
2x Masterwork Sai’s
10 Masterwork Shuriken
Walking stick (Masterwork QuarterStaff)
2x Kama
32 gp

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #124 on: April 10, 2010, 05:12:29 AM »
Ff, from my own readings, your about right on elven ages, though I've also read that they are 'physically' mature at about 40, and emotionally mature around 100.  For a classic faerun example, Drizzt Du'Urden was only 70 when he left his family, and was already a powerful fighter, though in my opinion not yet fully emotionally mature.

Offline Milanthe

Re: Running the Realms (3.5 D&D system)
« Reply #125 on: April 10, 2010, 06:47:54 AM »
Ah, in that case...  I needs to change my character's age.  XP  She's only 20, so she's like 10 in elf years.  Don't think that's gunna fly.  I'll change it when I get home from work (About 5 hrs).

Offline sleepingferret

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Re: Running the Realms (3.5 D&D system)
« Reply #126 on: April 10, 2010, 12:29:04 PM »
Actually despite the way most of the system rules are written, the novel authors which make up more of the depth for the D&D world especially for the existing campaign settings, tend to write elves as maturing at the same rate as humans just with an extremely long lifespan.  Meaning that for example, our famous or infamous drow ranger friend Drizzt Do'Urden had the experience of several decades long before seeing the sun, but had long since reached maturity while he was still pondering what it meant to be a "drow warrior" and just what it meant to be the Secondboy of House Do'Urden.  His later years in the drow academy would change his outlook and his life forever, and thus sent him on a life altering course that has since changed him into the drow ranger many of the people of Toril know (or have at least heard of" today.

But the point is, he like any other elf developed on essentially a 1:1 ratio both physically and mentally.  I won't say this is entirely true, as elf pregnancies are still cited as being two years in length and no one has really ever contradicted this.  But for the most part, a 20 year old elf would be essentially look the same and on average have the same mental and emotional capacity as a 20 year old human.  Elven society however, may be structured differently and thus the depiction to the outside world of an "adult" elf is much older.

Offline ff

Re: Running the Realms (3.5 D&D system)
« Reply #127 on: April 10, 2010, 05:24:35 PM »
Ff, from my own readings, your about right on elven ages, though I've also read that they are 'physically' mature at about 40, and emotionally mature around 100.  For a classic faerun example, Drizzt Du'Urden was only 70 when he left his family, and was already a powerful fighter, though in my opinion not yet fully emotionally mature.

I found where my group probably got the 110 number.

http://www.d20srd.org/srd/description.htm#age

The SRD has age tables apparently; they say elven adulthood begins at 110 (vs 15 for humans!!), with 'middle age' at 175 (vs 35 for humans). That's about a 3.5 to 1 ratio between elves and humans in that range.

It also has rolled starting ages (i.e. 110 being the min), +4d6 or 6d6 or 10d6 for elves depending on class. (Not saying anyone should roll for age, just to give a sense of variability from elf to elf). For example the average starting age for a ranger would be 131 (+3x7 from the 6d6) and I made mine 134.

I would not be surprised if Drizzt were an outlier....my former bf's group loved to make fun of Drizzt, saying he was a Mary Sue and always too much of a superman / prodigy who got to break all the rules.  ::) Considering he's so epic as an adult, it might stand to reason he was acting like an adult really early - don't they say Joan of Arc did her big stuff at age 13?

Maybe it's like others said - they physically mature at (closer to) parity with humans, but elven culture / mindset is just that they rarely go off and act like adults for awhile. Sort of like how in modern society, we basically treat people like kids until they graduate college at 22-23, but hundreds of years ago girls were getting married off and boys sent to war (so that the older men could marry their coeds =P) at like 15.

I personally am fine with anything (just don't want my char to be 'inconsistent', although most likely the chars won't be directly talking about ages anyway). I'm not saying we have to use the SRD, just that it's probably where my understanding indirectly came from. I just sort of enjoy thinking bout the world and the Forgotten Realms....a lot of what I love about fantasy is that sense of the wider world. What's that quote from Gandalf to Bilbo? "It is a wide wide world, and you are just a little fellow, after all."
« Last Edit: April 10, 2010, 05:27:53 PM by ff »

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #128 on: April 10, 2010, 06:29:40 PM »
I'm a Tolkien fan myself.

"Do not meddle in the affairs of wizards, for they are subtle and quick to anger."

Or the gamer reply.  "Do not meddle in the affairs of dragons, for you are crunchy, and good with katsup."


Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #129 on: April 10, 2010, 06:33:53 PM »
This is why I typically play Humans, I think I can play them more accurately and with more versatility.

Offline sleepingferret

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Re: Running the Realms (3.5 D&D system)
« Reply #130 on: April 10, 2010, 07:10:30 PM »
I'm a Tolkien fan myself.

"Do not meddle in the affairs of wizards, for they are subtle and quick to anger."

Or the gamer reply.  "Do not meddle in the affairs of dragons, for you are crunchy, and good with katsup."


Depends on the type of dragon.... a black dragon would pickle you first, but they're vile evil things and have no real "taste".

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #131 on: April 10, 2010, 07:12:08 PM »
and White dragons prefer you as a delicious humanoidsicle...

Offline Milanthe

Re: Running the Realms (3.5 D&D system)
« Reply #132 on: April 10, 2010, 07:52:47 PM »
So...  Which are we using now?  o.O  Age to maturity by human standards or age to maturity by elven years?

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #133 on: April 10, 2010, 08:04:39 PM »
So...  Which are we using now?  o.O  Age to maturity by human standards or age to maturity by elven years?

Easiest to say by elven years, though I still hold to the physical maturity in 40 years theory.  If you want to play a precocious elf, that would be fine.

Offline Milanthe

Re: Running the Realms (3.5 D&D system)
« Reply #134 on: April 10, 2010, 08:33:28 PM »
Mmmmk...  So I think...  For the maturity (mind and body) level I want, that would be about...  48?  Maybe.  Me thinks we'll hold with that unless otherwise instructed.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #135 on: April 12, 2010, 08:09:31 PM »
One day left to apply. Finish up your sheets if you're not done.

Offline TheGlyphstone

Re: Running the Realms (3.5 D&D system)
« Reply #136 on: April 12, 2010, 10:12:51 PM »
Oh yeah. I don't think I've submitted a formal character sheet yet... Working.

Name: Cordale Founderson
Race: Human
Class(es): Cloistered Cleric 3
Appearance: Tall and slightly pudgy, with straw-blond hair that sticks out in all directions. His dark brown eyes are hidden behind a pair of extremely thick glass spectacles, which he needs to see anything beyond the reach of his hand. He wears neatly kept grey robes, and frequently has his nose buried in one of the heavy books that he travels with.

Background: Cordale's earliest years were spent being cared for by his grandfather, a retired warrior in the Chondathan army who took up the raising of his grandson after the infant's parents were killed by a monster raid on their village. Unfortunately for both of them, he only lasted a few years before dying peacefully in his sleep of a heart attack, and the foundling child ended up in the care of the local priests. The priests in question were a small, somewhat esoteric branch of the Church of Kelemvor, who called themselves Reclaimers. They held it in their doctrine that the best way to honor their lord was not in direct combat, but reviving the mortal remains of the souls who now rested in Kelemvor's care and employ them in the destruction of sentient undead and other creatures who sought to defy the God of the Dead.

Cordale was raised and brought up by the priests. He was not a physically adept individual by nature, and easily took on the bookish, studious lifestyle that most of the cloister's residents followed, but he still had a hunger to put the teachings he was given daily into practice. It took some time, but finally the clerics deemed him ready to explore the outside world, and so he went - but not alone. He needed a companion, in accordance with the ethos of the Reclaimers...and Cordale knew exactly who he would choose. Grandpa Jasper had been buried in his armor, which solved the need of finding a suit for him to wear in his new, extremely trim form, but Cordale was certain Grandpa wouldn't mind; he had spent his life killing monsters, or at least practicing to kill monsters, and this way he could keep on doing it even after he was dead.

Sheet link: http://www.myth-weavers.com/sheetview.php?sheetid=198023
« Last Edit: April 12, 2010, 10:35:49 PM by TheGlyphstone »

Offline Opheliac

Re: Running the Realms (3.5 D&D system)
« Reply #137 on: April 12, 2010, 11:36:52 PM »
I think Im going to drop from this game, as I no longer know whats going on, other than "characters are due tuesday"

Offline ff

Re: Running the Realms (3.5 D&D system)
« Reply #138 on: April 13, 2010, 01:15:37 AM »
I think Im going to drop from this game, as I no longer know whats going on, other than "characters are due tuesday"

There's not too much to know, other than it's L3 and in the Dalelands. I don't think we've been given opening scenario details yet.

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #139 on: April 13, 2010, 01:24:39 AM »
Most of what's going on is just chatter back and forth. But part of the reason why I never played FR is because I never got the references to stuff people spoke of. I've never read the novels and I have barely used the campaign book except for materials out of some for items.

Offline ff

Re: Running the Realms (3.5 D&D system)
« Reply #140 on: April 13, 2010, 01:48:34 AM »
I've got read any of the novels either (maybe it was b/c of my old group always making fun of Drizzt, and sometimes Elminster too). I got into it though - and at this point it's a snowball for me (more special b/c of the nostalgia of knowing my other chars are part of that same world). Mostly I just grab stuff I need as I go along - like googling for a map, or for a list of the gods for my characters. That's another thing - I like the pantheon for some reason.

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #141 on: April 13, 2010, 02:03:23 AM »
I like Golarion and Eberron most out of the settings, mostly because there is a distinct history  but its all back story and non-canonical.

And everyone makes fun of Drizzt, but for some reason every male Drow I see made is basically modeled after him. Also, there's living Grey Hawk and even living Eberron and other setting campaigns, so you can actually effect that world and leave a mark on it that will be shared with other players country wide, I think the real living grey hawk ended, Pathfinder is doing the same thing now I think

Offline ff

Re: Running the Realms (3.5 D&D system)
« Reply #142 on: April 13, 2010, 02:48:33 AM »
Ah yeah, that was something else t hey made fun of - all the Drizzt clones they said were out there. I remember there was even some dual-scimitar-wielding prestige class - Dervish or something? - that someone described as "become Drizzt in 10 levels" and said seemed wildly popular with drow PCs (google would be a good way to assess that too...).

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #143 on: April 13, 2010, 02:55:57 AM »
The Dervish is a dancing based class.

Offline TaganTopic starter

Re: Running the Realms (3.5 D&D system)
« Reply #144 on: April 13, 2010, 10:38:35 AM »
I think Im going to drop from this game, as I no longer know whats going on, other than "characters are due tuesday"
How odd.  If you had questions, why didn't you ask them?

Anyway, I'm in the middle of selecting the players, will send each of those in the Game a PM with the Thread links.

Thanks to all who applied!

Offline RubySlippers

Re: Running the Realms (3.5 D&D system)
« Reply #145 on: April 13, 2010, 10:42:59 AM »
I'm still in the mix I just felt if I'm not accepted why do more than the framework of my character doing a history and all that plus finding a picture seems a great deal of work for no assured game going on.

Offline Opheliac

Re: Running the Realms (3.5 D&D system)
« Reply #146 on: April 13, 2010, 10:57:41 AM »
Im kinda in the same boat as Ruby here. We dont know how many people are going to be chosen for the party here, and there have been many issues over party roles and whos doing what. For the sake of less headache, I decided to drop from this one. I dont mean to be rude Tagan, and I was looking foreward to playing, but Im just kinda confused right now as to how much effort I should put into this.

Offline Cythieus

Re: Running the Realms (3.5 D&D system)
« Reply #147 on: April 13, 2010, 05:52:02 PM »
I would help you as much as I could really, mechanic wise I am on the up and up (running a 3.5 game on PbP for over a year now.

Offline swordwind

Re: Running the Realms (3.5 D&D system)
« Reply #148 on: April 13, 2010, 07:18:46 PM »
*raises hand* So selections take place today or were they on some other day? Based on how people are talking I can't figure it out.

Offline ff

Re: Running the Realms (3.5 D&D system)
« Reply #149 on: April 13, 2010, 09:39:04 PM »
Im kinda in the same boat as Ruby here. We dont know how many people are going to be chosen for the party here, and there have been many issues over party roles and whos doing what. For the sake of less headache, I decided to drop from this one. I dont mean to be rude Tagan, and I was looking foreward to playing, but Im just kinda confused right now as to how much effort I should put into this.

In the new OOC thread Tagan had stated that no one who wants to join will be cut (as there is almost always attrition later anyway). So you and RubySlippers should not been discouraged from applying.


Offline swordwind

Re: Running the Realms (3.5 D&D system)
« Reply #150 on: April 13, 2010, 09:46:57 PM »
Ah so instead of tell us that we didn't make the team were told in case team members quit were not on the team?