New campaign anyone?
New campaign anyone?
Hello there! I've been reading some of the post by post stuff thats goin on and I really wanna get involved. If anyone has a spot open or is interested in starting a new adventure post here and we'll see what happens. I'm no DM, in fact I'm pretty much an absolute novice (BG&IWD) but I've got enough enthusiasm for all
I subscribe just in case a DM shows up. *crosses fingers*
Nordak Rockhoof - HP:10/23, AC17/T10/F17, Init.:+0/20ft., Save:F7/R0/W2, Att.:+4(1+4STR-1PA)
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Hello! Nice to see there are DM offers. Actually I would prefer 3.5 myself, though last time we started with pathfinder and I kind of enjoyed it.
Nordak Rockhoof - HP:10/23, AC17/T10/F17, Init.:+0/20ft., Save:F7/R0/W2, Att.:+4(1+4STR-1PA)
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Hey! Thats cool, we're going no where without a DM anyways. If we don't get one by the holidays would you be ok filling in? I'm mostly familiar with 3 or 3.5 rules but pathfinder looks pretty cool. Whoever DM's will be choosing the rule set anyways. So long as we get to play sometime before 2012 ill be happy. I'm checking here everyday so if anyone else is interested just holla.
Sure, I'd be more than happy to DM a 3.5 game over the summer. You'll have to bear with me though, as I've never partaken in a forum based game before. My summer break starts near the end of June, but the workload should lighten up significantly before then. In the meantime, you might as well make your characters; use 32 point-buy, please, and make use of any supplements you want (unless I'm the only one with every 3.5 supplement stored on a flash drive in .pdf form?)
All the supplements stored on a USB flash?! Where did you found that gem? If you can share the secret let me know!
I am kind of new to this, but I believe we at least need to get a short description of the world so we can get into the mood and think of some appropriate characters.
I am kind of new to this, but I believe we at least need to get a short description of the world so we can get into the mood and think of some appropriate characters.
Nordak Rockhoof - HP:10/23, AC17/T10/F17, Init.:+0/20ft., Save:F7/R0/W2, Att.:+4(1+4STR-1PA)
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Moogleman- Supplements are extra books that add new rules, classes, races, etc. They're sort of the PnP version of DLC, come to think of it. As for starting gold, use whatever the PH says for a first level character of your class. You can use the average, or roll it yourself.
malinzaro- Good point. I haven't worked out everything yet, but I have decided that the nation in which this'll take place (called Karnakiid) is governed by pharaoh-like mage kings who forbid their subjects from using magic of any kind. Without expressed permission from the pharaoh, no one is even allowed to carry weapons in public.
The current pharaoh is a popular ruler, a welcome change after her father (who was known for eating a virgin on the last night of every month in hopes of gaining eternal youth. His daughter gutted him three years ago.) However, as of late there have been rumors of war with a neighboring kingdom, the name of which I have yet to decide. They're technology surpassed Karnakiid's by centuries, and war would prove disastrous.
It's a desert, ancient-Egypt-esque setting, but is civilized enough that survival isn't a pressing concern.
You don't have to be a native of Karnakiid, so don't feel like you're not allowed to play magic using classes.
Some of the house rules I'll be implementing are: Intimidate's ability modifier depends on the situation. It will usually use STR rather than CHA; rangers choose their weapon path on first, not second level; and all characters get max HP per level (you'll need it...) If you guys have any suggestions for me, I'd be happy to consider them.
As for your other question, malinzaro, suffice to say they were obtained through means that in some circles might not be considered 100% legal...
One more thing: It's only fair to warn you that I'm not allowed to DM in my group anymore. I've been known to kill characters. Frequently. I will TRY not to be as merciless this time, though.
PS: Oh, and no CG drow.
EDIT: Oh, I forgot to ask; what time zones are you guys in? Just so I have an idea as to when posting will generally take place.
malinzaro- Good point. I haven't worked out everything yet, but I have decided that the nation in which this'll take place (called Karnakiid) is governed by pharaoh-like mage kings who forbid their subjects from using magic of any kind. Without expressed permission from the pharaoh, no one is even allowed to carry weapons in public.
The current pharaoh is a popular ruler, a welcome change after her father (who was known for eating a virgin on the last night of every month in hopes of gaining eternal youth. His daughter gutted him three years ago.) However, as of late there have been rumors of war with a neighboring kingdom, the name of which I have yet to decide. They're technology surpassed Karnakiid's by centuries, and war would prove disastrous.
It's a desert, ancient-Egypt-esque setting, but is civilized enough that survival isn't a pressing concern.
You don't have to be a native of Karnakiid, so don't feel like you're not allowed to play magic using classes.
Some of the house rules I'll be implementing are: Intimidate's ability modifier depends on the situation. It will usually use STR rather than CHA; rangers choose their weapon path on first, not second level; and all characters get max HP per level (you'll need it...) If you guys have any suggestions for me, I'd be happy to consider them.
As for your other question, malinzaro, suffice to say they were obtained through means that in some circles might not be considered 100% legal...
One more thing: It's only fair to warn you that I'm not allowed to DM in my group anymore. I've been known to kill characters. Frequently. I will TRY not to be as merciless this time, though.
PS: Oh, and no CG drow.
EDIT: Oh, I forgot to ask; what time zones are you guys in? Just so I have an idea as to when posting will generally take place.
Sounds like an interesting setting! I can hardly wait for more details.
If we get our character killed is this permanently? I mean you have some special house rules about this to let players continue playing in the campaign?
I understand about the pdf's don't you worry. I have some of the books, but they are hard to obtain unless you live in USA.
I am GMT+2.
If we get our character killed is this permanently? I mean you have some special house rules about this to let players continue playing in the campaign?
I understand about the pdf's don't you worry. I have some of the books, but they are hard to obtain unless you live in USA.
I am GMT+2.
Nordak Rockhoof - HP:10/23, AC17/T10/F17, Init.:+0/20ft., Save:F7/R0/W2, Att.:+4(1+4STR-1PA)
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Sounds good, looks like you've put a good amount of thought into this. A few questions though: As a visitor in Karnakiid, can you walk around with a weapon on your belt or will it have to be put in a backpack or something? Can you use magic as a visitor without fear of angering the local authority(eg. Detect Magic)?
I'm in GMT+1
I'm in GMT+1
malinzaro: Don't worry, I'm fairly liberal with gold. It won't be hard for the survivor to pay for a resurrection. Of course, if you both die... I'll think of something. And like I said, I'll try to go easy on you. No 12th level spellsword boss on level 2 (yes, I did that once. To be fair, I'd had a very bad week.)
Moogleman: No, not even visitors may legally cast spells or carry weapons while in Karnakiid. Not to say that people don't do it anyway, of course. And there are no "magic sensors" a la BGII, so it's a difficult law to enforce.
I'm in GMT-4.
Moogleman: No, not even visitors may legally cast spells or carry weapons while in Karnakiid. Not to say that people don't do it anyway, of course. And there are no "magic sensors" a la BGII, so it's a difficult law to enforce.
I'm in GMT-4.
Sounds good for me! By the way should I understand we start at level 1? Since you have a broader experience being a DM and all, can you suggest some supplements to check for inspiration to better fit the campaign? I only have the first 3 books (player, monster, DM manuals) and they only depict classic characters. I am willing to study more online though, just that I would need a few pointers.
Nordak Rockhoof - HP:10/23, AC17/T10/F17, Init.:+0/20ft., Save:F7/R0/W2, Att.:+4(1+4STR-1PA)
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
I recommend checking out Tome of Battle: The Book of Nine Swords. All the classes are great, but the one that's especially relevant in this campaign is the swordsage. If you're a martial character native to Karnakiid, you're probably a swordsage (not that you can't be any other class; swordsage just happens to be the most common.) For some extra classes, you could also check out Complete Adventurer, Complete Warrior, and Expanded Psionics Handbook (though in Karnakkid, psionics and magic are considered one and the same by the authorities.)
As for supplements you probably shouldn't use, Oriental Adventures won't fit very well with the campaign. Still, if you can come up with a backstory that makes sense, feel free to run it by me.
Don't feel that you must take my recommendation, though. The core classes in the PH are perfectly valid. And yes, your character should be level one.
As for supplements you probably shouldn't use, Oriental Adventures won't fit very well with the campaign. Still, if you can come up with a backstory that makes sense, feel free to run it by me.
Don't feel that you must take my recommendation, though. The core classes in the PH are perfectly valid. And yes, your character should be level one.
Sounds perfect. I'll check them asap (edit: once I get them)! I mean you know ... very soon
Nordak Rockhoof - HP:10/23, AC17/T10/F17, Init.:+0/20ft., Save:F7/R0/W2, Att.:+4(1+4STR-1PA)
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Westan Krest - HP:10/10, AC15/T12/F13, Init.:+2/20ft., Save:F4/R2/W2, Att.:+2(1+2STR-1PA)
Tools: Dice Roller
Ok, I've made a character sheet using pathguy with a bit of editing. Bear in mind I am a novice so theres bound to be a few mistakes. Point them out and I'll get it fixed pronto.
Ehren Streicher
Male Human Cleric 1
Neutral Good
Representing Moogleman
Strength 14 (+2) Size: Medium Height:6' 1"
Dexterity 10 (+0) Weight: 210lb Age: 20
Constitution 14 (+2) Eyes: Hazel Skin: Pale
Intelligence 12 (+1) Hair: Red wavy, beardless
Wisdom 16 (+3) Total Hit Points: 10
Charisma 12 (+1)
Domains: Sun, Strength
Energy: Positive [Healing / Turns Un-dead]
Speed: 20 feet [armour]
Armour Class: 15 = 10 +4 [Scale mail] +1 [light steel]
Touch AC: 10
Flat-footed: 16
Initiative modifier: +4 = +0 [dexterity] +4[Improved Initiative]
Fortitude save: +4 = 2 [base] +2 [constitution]
Reflex save: +0 = 0 [base]
Will save: +5 = 2 [base] +3 [wisdom]
Attack (handheld): +2 = 0 [base] +2 [strength]
Attack (unarmed): +2 = 0 [base] +2 [strength]
Attack (missile): +0 = 0 [base]
Grapple check: +2 = 0 [base] +2 [strength]
Languages: Common Infernal
The Temperant Star [1d8, crit x2, 6 lb, one-handed, bludgeoning]
Light Crossbow [1d8, crit x2, range inc. 80 ft., 4 lb, piercing]
Scale mail [medium; +4 AC; max dex +3; check penalty -4; 30 lb.]
Light Steel Shield [+1 AC; check penalty -1; hardness 10; hp 10; 6 lb.]
Feats: Improved Initiative, Alertness
Skills key: Skill name-key ability-skill mod=abi.Mod.+Skill ranks+Misc.Mod
Appraise- Int- 1 = +1
Concentration- Con- 6 = +2 +4
Craft- Int- 1 = +1
Diplomacy- Cha- 2 = +1 +1
Gather Information- Cha- 1 = +1
Heal- Wis- 3 = +3
Intimidate- Cha- 2 = +2
Jump- Str- -4 = +2 -6 [Armour]
Knowledge (arcana)- Int- 4 = +1 +3
Knowledge (religion)- Int- 3 = +1 +2
Knowledge (planes)- Int- 4 = +1 +2
Listen- Wis- 5 = +3 +2 Alertness
Search- Int - 1 = +1
Sense Motive- Wis - 3 = +3
Spellcraft - Int- 5 = +1 +4
Spot- Wis- 5 = +3 +2 Alertness
Survival- Wis- 3 = +3
Zero-level Cleric spells: 3 per day
First-level Cleric spells: 2 (1+1) per day +1 from a domain:
Human:
• Extra feat at first level (already included)
• Four extra skill points at first level (already included)
• One extra skill point at each additional level (already included
Class HP rolled
Level 1: Cleric 8
Ehren Streicher's Equipment:
48 lb Weapons/Armour/Shield(from above)
2 lbCrossbow Bolts (group of 10) x2
3 lbBackpack with Waterskin
5 lbBedroll
3 lbBlanket, winter
Ink vial
Ink pen
2 lbLantern (hooded)
3 lbRations (1 day) x3
1 lbSoap
20 lbTent
1 lbWooden Holy symbol (Sun disc of Pelor)
2 lbSpell component pouch
Total 90 lb
Gp32sp84cp00
More about Ehren Streicher:
From an early age Ehren was singled out among his peers for his fiery red hair in the village of Cumberland. On an errand one day for his alcoholic father, a couple of the older village boys, trying to impress a suitor, decided to tease Ehren. Whoever could make him cry first was the winner. Ehren was confident with his physical form and nothing anyone could say would bring him to tears. His father, however, was another matter. As soon as he was mentioned Ehren’s eyes turned to steel, covering his rage within.
The smarter of the oppressors saw the young boys’ mood darken and stopped what he was saying, realising he may have crossed the wrong line with his last comment. The dumber one, lacking the perception skills of his associate kept on with his bombardment. Each word was stoking the inferno in Ehrens’ heart and at last he reached his limit. Remembering the bottle of potent liquor his father had sent him to collect, his arm grew taught as he swung it with a rage only a berserker could attain at the dumb persecutors temple. It connected with blast of glass shards, the older lad sent sprawling.
Ehren’s heart turned to ice as he realised what he had done. His face a picture of sorrow, it quickly changed to confusion once he looked at the boy he had struck. Apart from being on the floor and very surprised he seemed none the worse for wear. No blood, nothing. Seeing vengeance in the smarter one’s eyes he quickly turned and fled only to be grabbed by what felt like a claw. He whipped round ready
to plead for his life only to realise it was the village priest who had apprehended him.
“Come, child,” said the priest. “We have much to discuss.”
That night Ehren poured his heart out to the priest, Wycombe, as he revealed himself to be. Wycombe had witnessed all that had transpired and had been granted an insight into Ehren. He had shown great control in not lashing out much sooner, but poor judgement by not walking away. Wycombe was nearing the end of his days and in need of an apprentice. Ehren, with some moulding, was that apprentice. He moved in with Wycombe, leaving his father no issue since they were never close. His mover had died soon after birth. He was taught the ways of Pelor, the sun God, and leant how to control his temper in the pursuit of good.
The day came when Wycombe passed away. On his death bed he handed Ehren a package and said, “I wasn’t always an old man. I see your strength of body and heart and I envy you. Go now, into the world, seek out injustice wherever you see it and burn it at its core. Remember . . . Temperance.”
Wycombes last words echoing in Ehrens heart he set out from Cumberland to make the world a brighter place. The package contained Wycombe’s legacy, The Temperate Star. With the half-dozen years of tutelage Wycombe had bestowed upon him, Ehren was confident in his ability to wield the mighty Morningstar, with reserve, in his quest for justice.
Ehren Streicher
Male Human Cleric 1
Neutral Good
Representing Moogleman
Strength 14 (+2) Size: Medium Height:6' 1"
Dexterity 10 (+0) Weight: 210lb Age: 20
Constitution 14 (+2) Eyes: Hazel Skin: Pale
Intelligence 12 (+1) Hair: Red wavy, beardless
Wisdom 16 (+3) Total Hit Points: 10
Charisma 12 (+1)
Domains: Sun, Strength
Energy: Positive [Healing / Turns Un-dead]
Speed: 20 feet [armour]
Armour Class: 15 = 10 +4 [Scale mail] +1 [light steel]
Touch AC: 10
Flat-footed: 16
Initiative modifier: +4 = +0 [dexterity] +4[Improved Initiative]
Fortitude save: +4 = 2 [base] +2 [constitution]
Reflex save: +0 = 0 [base]
Will save: +5 = 2 [base] +3 [wisdom]
Attack (handheld): +2 = 0 [base] +2 [strength]
Attack (unarmed): +2 = 0 [base] +2 [strength]
Attack (missile): +0 = 0 [base]
Grapple check: +2 = 0 [base] +2 [strength]
Languages: Common Infernal
The Temperant Star [1d8, crit x2, 6 lb, one-handed, bludgeoning]
Light Crossbow [1d8, crit x2, range inc. 80 ft., 4 lb, piercing]
Scale mail [medium; +4 AC; max dex +3; check penalty -4; 30 lb.]
Light Steel Shield [+1 AC; check penalty -1; hardness 10; hp 10; 6 lb.]
Feats: Improved Initiative, Alertness
Skills key: Skill name-key ability-skill mod=abi.Mod.+Skill ranks+Misc.Mod
Appraise- Int- 1 = +1
Concentration- Con- 6 = +2 +4
Craft- Int- 1 = +1
Diplomacy- Cha- 2 = +1 +1
Gather Information- Cha- 1 = +1
Heal- Wis- 3 = +3
Intimidate- Cha- 2 = +2
Jump- Str- -4 = +2 -6 [Armour]
Knowledge (arcana)- Int- 4 = +1 +3
Knowledge (religion)- Int- 3 = +1 +2
Knowledge (planes)- Int- 4 = +1 +2
Listen- Wis- 5 = +3 +2 Alertness
Search- Int - 1 = +1
Sense Motive- Wis - 3 = +3
Spellcraft - Int- 5 = +1 +4
Spot- Wis- 5 = +3 +2 Alertness
Survival- Wis- 3 = +3
Zero-level Cleric spells: 3 per day
First-level Cleric spells: 2 (1+1) per day +1 from a domain:
Human:
• Extra feat at first level (already included)
• Four extra skill points at first level (already included)
• One extra skill point at each additional level (already included
Class HP rolled
Level 1: Cleric 8
Ehren Streicher's Equipment:
48 lb Weapons/Armour/Shield(from above)
2 lbCrossbow Bolts (group of 10) x2
3 lbBackpack with Waterskin
5 lbBedroll
3 lbBlanket, winter
Ink vial
Ink pen
2 lbLantern (hooded)
3 lbRations (1 day) x3
1 lbSoap
20 lbTent
1 lbWooden Holy symbol (Sun disc of Pelor)
2 lbSpell component pouch
Total 90 lb
Gp32sp84cp00
More about Ehren Streicher:
From an early age Ehren was singled out among his peers for his fiery red hair in the village of Cumberland. On an errand one day for his alcoholic father, a couple of the older village boys, trying to impress a suitor, decided to tease Ehren. Whoever could make him cry first was the winner. Ehren was confident with his physical form and nothing anyone could say would bring him to tears. His father, however, was another matter. As soon as he was mentioned Ehren’s eyes turned to steel, covering his rage within.
The smarter of the oppressors saw the young boys’ mood darken and stopped what he was saying, realising he may have crossed the wrong line with his last comment. The dumber one, lacking the perception skills of his associate kept on with his bombardment. Each word was stoking the inferno in Ehrens’ heart and at last he reached his limit. Remembering the bottle of potent liquor his father had sent him to collect, his arm grew taught as he swung it with a rage only a berserker could attain at the dumb persecutors temple. It connected with blast of glass shards, the older lad sent sprawling.
Ehren’s heart turned to ice as he realised what he had done. His face a picture of sorrow, it quickly changed to confusion once he looked at the boy he had struck. Apart from being on the floor and very surprised he seemed none the worse for wear. No blood, nothing. Seeing vengeance in the smarter one’s eyes he quickly turned and fled only to be grabbed by what felt like a claw. He whipped round ready
to plead for his life only to realise it was the village priest who had apprehended him.
“Come, child,” said the priest. “We have much to discuss.”
That night Ehren poured his heart out to the priest, Wycombe, as he revealed himself to be. Wycombe had witnessed all that had transpired and had been granted an insight into Ehren. He had shown great control in not lashing out much sooner, but poor judgement by not walking away. Wycombe was nearing the end of his days and in need of an apprentice. Ehren, with some moulding, was that apprentice. He moved in with Wycombe, leaving his father no issue since they were never close. His mover had died soon after birth. He was taught the ways of Pelor, the sun God, and leant how to control his temper in the pursuit of good.
The day came when Wycombe passed away. On his death bed he handed Ehren a package and said, “I wasn’t always an old man. I see your strength of body and heart and I envy you. Go now, into the world, seek out injustice wherever you see it and burn it at its core. Remember . . . Temperance.”
Wycombes last words echoing in Ehrens heart he set out from Cumberland to make the world a brighter place. The package contained Wycombe’s legacy, The Temperate Star. With the half-dozen years of tutelage Wycombe had bestowed upon him, Ehren was confident in his ability to wield the mighty Morningstar, with reserve, in his quest for justice.
Nice backstory, Moogleman! One question, though: you say that Ehren and his father were never close, yet the other villager's words regarding him were enough to drive Ehren into a rage. Why is that?
It's only fair to remind you that divine magic is still magic, and will be considered such by the Karnakiid guards.
Build-wise, you seem to be doing remarkably well for a novice. My only question is Alertness; you already have a pretty good wisdom score, so why waste a feat on enhancing two skills that are influenced by wisdom? I will admit that it's hard to choose a second feat for a first level cleric, though (good choice on Improved Initiative, by the way. A must have for all casters.) Maybe you should consider a metamagic feat so you can make use of Divine Metamagic come level 3.
Also, you can't just choose "Craft." You have to choose what your craft is, for example Craft (Armor) or Craft (Underwater Basket Weaving). Here's a link on how the skill works: SRD:Craft Skill - D&D Wiki
Regarding skills again, it's usually not recommended to split your points up so much, unless you're aiming for a prestige class with bizarre prereqs. It might be worthwhile to drop some of the less useful ones, like Knowledge (arcana) and Knowledge (planes) in return for a higher Heal and Concentration. Just my personal recommendation, though. I've seen damn effective characters with split skills points and useless ones with focused ones, just not many.
It's only fair to remind you that divine magic is still magic, and will be considered such by the Karnakiid guards.
Build-wise, you seem to be doing remarkably well for a novice. My only question is Alertness; you already have a pretty good wisdom score, so why waste a feat on enhancing two skills that are influenced by wisdom? I will admit that it's hard to choose a second feat for a first level cleric, though (good choice on Improved Initiative, by the way. A must have for all casters.) Maybe you should consider a metamagic feat so you can make use of Divine Metamagic come level 3.
Also, you can't just choose "Craft." You have to choose what your craft is, for example Craft (Armor) or Craft (Underwater Basket Weaving). Here's a link on how the skill works: SRD:Craft Skill - D&D Wiki
Regarding skills again, it's usually not recommended to split your points up so much, unless you're aiming for a prestige class with bizarre prereqs. It might be worthwhile to drop some of the less useful ones, like Knowledge (arcana) and Knowledge (planes) in return for a higher Heal and Concentration. Just my personal recommendation, though. I've seen damn effective characters with split skills points and useless ones with focused ones, just not many.
- Siberys
- Posts: 6207
- Joined: Sat Apr 30, 2005 7:16 pm
- Location: I live in that one place with the thing
- Contact:
Hey there, long time avid 3.5 player and LOVE the sound of this game.
Wondering if there's room for me in this system of yours? My favorite settings are desert based ones (I have no idea why, I just like them so much even though in real life I hate the heat ).
If you'll allow me to join, I only have a few questions-
~Are you allowing the point buy system (Pg 169 of 3.5 DMG). If not, how should I determine my stats?
~How are hit points determined? Can I do average or would you prefer I roll? Is it max at first level?
~I'm assuming we're starting at level 1 with standard gold and such. Average gold a possibility?
~What books are and aren't allowed? Classes, races, feats, items, etc etc?
Wondering if there's room for me in this system of yours? My favorite settings are desert based ones (I have no idea why, I just like them so much even though in real life I hate the heat ).
If you'll allow me to join, I only have a few questions-
~Are you allowing the point buy system (Pg 169 of 3.5 DMG). If not, how should I determine my stats?
~How are hit points determined? Can I do average or would you prefer I roll? Is it max at first level?
~I'm assuming we're starting at level 1 with standard gold and such. Average gold a possibility?
~What books are and aren't allowed? Classes, races, feats, items, etc etc?
Listen up maggots, Mr. Popo's 'bout to teach you the pecking order.
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
It goes you, the dirt, the worms inside of the dirt, Popo's stool, Kami, then Popo.
~Mr. Popo, Dragonball Z Abridged
Good stuff, I'll make a few changes or re-post it. Gona change the insulting from father to mother, makes more sense. I'm guessing theres not gonna be many knowledge checks?
I'd be happy to have you along for the ride Siberys. I think you'll find the answers to most of your questions on page 1 of this thread. It's 32 point buy for stats, max hit points every roll for every level and you can have average starting gold for your class. DM Annette will have specifics for books, though I'm pretty sure most will be accepted.
I'd be happy to have you along for the ride Siberys. I think you'll find the answers to most of your questions on page 1 of this thread. It's 32 point buy for stats, max hit points every roll for every level and you can have average starting gold for your class. DM Annette will have specifics for books, though I'm pretty sure most will be accepted.