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Author Topic: Running the Realms (3.5 D&D system)  (Read 12475 times)

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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.

Online 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 »

Online 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.

Online 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 »