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Author Topic: Running the Realms (3.5 D&D system)  (Read 12464 times)

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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.

Online 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.

Online 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 »

Online 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 »

Online 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.