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Play By Post D&D

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Nvlutz
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Play By Post D&D

Post by Nvlutz »

Hello,

I'll admit I'm new to the GameBanshee forums, so I hope this post doesn't stomp on anyone's toes.

I'm A D&D DM who has been itching for an online Group to do a simple forum based D&D game. Anyone who is interested please respond to this post... New players are welcome and encouraged, although having the player's handbook is definitely a good idea...

I'd prefer the game to be a 3.5 D&D game but if people would rather play 4th, I'll be down with that.

If you are interested, then please tell me about the sort of campaign you would be interested and the sort of things you want to do in your game.
Some topics to discuss...

1. Magic: Do you want to play in a low magic or high magic setting? Tons of magic items, or a few? Witch hunts and an inquisition or magocracies?

2. Technology: Do you want a more Conan-ish feel to the game, a Standard Tolkien fantasy, Renaissance level, Steampunk or Ebberon level of technology?

3.Psyonics: yes or no?

4.What game style speaks most to you...
Standard D&D: Standardized everything.

Heavy powered campaign: Epic adventures, sweeping conquests, being the sons and daughters of Gods and being the stuff of legends.

Dark Fantasy: Battling against chuthulian nightmares, where your sanity is just as important as your hp. Where Magic can only be made by faustian pacts, and every magic missle makes your soul one step closer to damnation.

Realistic Fantasy: A campaign where knowing politics and using your brain can be far more effective than swinging a broadsword or casting a fireball. Where a single hammer blow or poisoned arrow can lay low even the mightiest of legends.

Dying Fantasy: Playing mostly as humans, the elves and dwarves are retreating, orcs are only a vague memory, the Gods of old have forsaken the land. Knights no longer hunt down dragons, they instead prepare to battle each other.

Sci-Fantasy: Your players don't just visit dungeons, they visit entire planets. Orcs and Dwarves now battle in giant space armada battles. People familiar with SpellJammer will know this scenario well.

Or is there another campaign setting you'd like to try? Ravenloft? Planescape? Something?

5. Do you prefer a challenging game, or do you prefer a relaxed game? (Difference between dying often and not so much)

6. Finally, I've heard of a variant rule which I'm very tempted to try just to see if it, adds to the game, or breaks it... "Cinematic Points", as a friend called it. Basically, a player is given 3 of these to begin with, and gains additional ones instead of ad hoch experience points for clever solutions or legendary victories. These Cinematic points can be used, to gain spare hit points in an hour of need or perform a massive critical hit in a player's hour of dire need, and it must be in a moment it would be considered important. For example: If a mage is left to fight off a legion of undead or fight off the one of the main villians he may use one of these points to suddenly summon forth a hidden tap of power that allows him to use an additional spell, or something. It is not however something that could be used by a fighter to gain hit points when he is about to get waxed by 1 or 2 goblin minions. It's a rule that I can see being challenged and up for debate, so if people don't want to, I'd understand. Just an interesting experiment.

Now, I should mention I'm a big fan of actual ROLE-playing over ROLL-playing, so while they can still be rules and the what-not I really award points for those who create inventive and memorable characters and play them like the character would act.

Finally, while I do follow the rules to a degree, and with forum games I can do plenty of research between posts to make sure everything is fair my ultimate gripe is if a game become Rule driven... so the 2 core rules are:
A) Have Fun
B) DM's decision is usually final
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Siberys
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Post by Siberys »

Been wanting to get into a game recently. I had to get rid of my own forum because no one used it for gaming except to post if/when my friends and I were good to game in real life, and RL gaming stopped.

In any case, point is I have plenty of experience with forum based games as well as all of the D20 system (especially 3.5).

I'm going to move this to forum member RPG's, where it belongs but otherwise, count me in with this game.

I like magic to be commonplace and an integral part of society but don't like too much technology. Usually, Core or Eberron are good settings for me, but I'm willing to try other settings if anyone else wants a different one. And 3.5 all the way man, definitely not touching 4th edition.
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
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Nvlutz
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Post by Nvlutz »

Awesome to hear,

Thanks for redirecting this post.

I'll start the campaign once we get 3-4 players interested and with characters... But first, for all people interested, let me know...

What type of game do you want?
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Post by DashvonMoog »

I'm very much interested in something like this.

I'm new to this, though.
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Nvlutz
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Post by Nvlutz »

That's not a problem, this will be geared to being as much fun as possible for new and old players alike.

Just two questions.

1.Do you have a player's handbook (either real or pdf)? If not, no biggie, we can build the character from scratch on here.

2.What are the sort of things you want or expect from your D&D experience? By letting me know I can try and gauge and build a campaign that will keep your interest.
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Post by DashvonMoog »

Awesome!

and

1) Yeah, I've got the 4.0 Handbook in pdf.

2) Anything really, like I said I'm new sooo I don't really know much, I'd be down to play anything.
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Post by Nvlutz »

Awesome to have you on board. Depending on what people want I'll end up doing a 3.5 or a 4th edition game, if we do a 3.5 version (trust me 3.5 and 4th are two completely different things)

So I'll just wait for one more interested player and Then I'll get started.
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DashvonMoog
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Post by DashvonMoog »

So are we explicitly going to be playing through forum posts?
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Post by Bluestorm »

you can count me in i must admit i only played with 2.0 rules in real time
all other rules have be via games
It's not what you are---it's who you are
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Post by Nvlutz »

Awesomeness, we are all set. And to answer DashvonMoog's question, this will all be done by posts on this forum. And to anyone else out there who wants to join in just let me know, I'll be taking up to a maximum of 8 players, but for now we can get started....

They're will be some modifications from the regular rules but it is to better work in the campaign setting...

"The age of legends. It's a forgotten age spoken of only in hushed whispers and in illegal tomes. An age when adventurers sought treasure, knights defended the realm freely and heroes fought valiantly against the forces of darkness... until all was lost. While the mystical realm of Albion was enjoying the fruits of this golden age their was an evil that had been laying dormant and growing. How foolish the people were to have thought they had thwarted evil with the upstaging of a mere orcish conquest, or the unveiling of a drow conspiracy. All these minor trials and tribulations kept the legends of old on their toes and distracted as the true evil amassed it's armies.

Then it happened, within a matter of months, the hearts of ever beast and man that was corrupt became unified by the forgotten ones led by their god Har'zack. They went to the Human kingdoms of Mordham and crushed the castles into dust, they went to the Dwarven capitol of Karaz ah Karaz and collapsed their mountains down upon them. They tourched the elven forests of Gaelwyn, and so on... Even in a last ditch effort to fight back the great evil the heroes of old all met their end.

The age of chaos began. 45 years have passed and now darkness rules the land. The fragile alliances of the evil hordes now fight amongst themselves over the spoils and the remnants of all those who were unfortunate enough to be left alive to live in this cruel age are caught in the crossfire.

It is here our story begins... For you had been living a life of relative simplicity in these harsh times. Doing just enough to make sure that you could survive and stay out of the sharp vision of your dark overseers. But for the past 3 weeks your attempt to sleep have been in vain. Every time you close your eyes to rest a blurred cascade of images and foul landscapes clouds your vision. A sense of deja vu comes over you as a shrouded face of a withered old man comes into your mind. 'Heed my call mortal, I am Melkior of the third circle, you are the chosen one. Embrace your destiny, go to the town of Mootschmidt...'

Your journey awaits..."


Alright, now because of the setting their are a few changes to what classes are available. Assuming we are playing with 3.5, no sorcerer, no wizard, no bard and no paladin.

For spell casters, you may play a "Mage". The mage class in this campaign plays very similar to a wizard except that you can only learn magic from 2 schools of magic, plus universal magic. This includes Cantrips.

The other alteration is that clericscan only get their magic from either an evil aligned deity, or Boccob, and their alignment must follow the regular rules for having this deity.

Also Orcs, Goblin, Drow, Derro & kobold are acceptable race alternatives.

For new players

There are a few basic steps to making a character, if you do not have D&D dice, use this handy dice roller. Here is the first 3 steps to get you started.

Dungeons & Dragons Dice Roller

Step 1
Roll up stats. Roll 4 six-sided dice (4d6), disregard the lowest number and add the top 3. Record the number, do this 6 times. I'm putting you guys on the honour system for making your characters.
The 6 stats basically mean this:
Strength:Ability to lift heavy things and do damage in melee
Dexterity:Ability to dodge attacks and sneak around
Constitution:Ability to soak up damage and resist poison
Intelligence :D etermines your skills and your knowledge of languages
Wisdom:Your ability to resist mind-control and common sense
Charisma:Your ability to interact with people
Once you have your 6 numbers and you feel that they're good (stats usually are 12-13, with some lower stats and some really good one) You can put them in any stat you want but first, think about the character you want...

Step 2

Now think about whether you want to base your character off a class and maximize that build, or whether you want a race and then build a character off of that.

If you are looking at a class here are the basics...

Barbarian- A warrior with an emphasis on speed and brute force. Lacks armour and fancy maneuvers.
Fighter- A warrior with emphasis on armour and weapon training. Ends up being a priority target and not very stealthy.
Monk- A warrior with emphasis on no armor or weapons, but purely on skill and martial combat that borders on magical. The lack or armor makes dodging essential and the lack of weaponry makes the monk versatile yet unable to rack up large amounts of damage in early levels.
Put your best stats in Constitution, Strength and Dexterity

Cleric- A competent warrior, but true asset is in divine magic which can be used to benefit part or curse enemies. In this setting though, you are either a cleric to Boccob or you have to have an evil deity.
Stats depend on what type of build you want, but Wisdom is definitely important for spells (if you want to use them), Intelligence is not that important.

Druid- A decent spell caster with a focus on nature magic.
A high wisdom score is essential to play this character, arrange the rest of your stats however you want.

Mage- The replacement for sorcerer and wizard, a specialist wizard with access only to two magic school, limited but still could be potentially strong.
Intelligence is a must for this class. After that dexterity and constitution are important for combat while charisma can help you avoid fighting at all.

Ranger- A specialized warrior, with access to nature magic in later levels, who specializes in tracking and hunting down specific enemies. Also can master either ranged combat or dual wielding.
A well rounded character is necessary for this character, only intelligence can suffer.

Rogue- The rogue is the parties essential wild card. He can be sneaky backstabber or provide ranged support (dexterity is important for this), disarm traps, unlock chests and find hidden passages (intelligence is important for this) or be the party's leader and voice, making deals and talking them out of sticky situations (charisma is important for this).

Or think about the race you want to play...

Human, Lacks any magic like abilities or bonuses, but gains bonus skills and a bonus feat on the first level.

Half-elf, the most rounded race, no serious bonus but no serious disadvantage.

Dwarf, Bonus constitution, low charisma, works well in dungeons. Best in a warrior or cleric class, only poor as a rogue.

Derro, half-human half-dwarves, Awesome dexterity, low charisma, works well in dungeons as well. Best as a nibble warrior or ranger, or a combat focused rogue, weaker as a cleric.

Elf, High dexterity, low constitution, great as nibble warriors, rangers, rogues or mages. Poor as tank (fighter relying on armor).

Drow, Underground elf, similar to elf but more intelligent but less charismatic. Also, lose some elf bonuses to be good in dungeons like dwarves. Great Mages and rogues. Poor tanks.

Halfing, Bonus to dexterity weak in strength, bonuses emphasize on sneaking and dodging making them great for rogues. Terrible warriors, unless a archery based ranger.

Gnome, Bonus to constitution, weak in strength, gets a lot of interesting illusion spells as a racial bonus. Either a multi-talented mage (having access to 2 magic school and bonus illusion cantrips) or an interesting rogue with illusion magic. Terrible warriors. Period.

Half-orc, Bonus to strength, weak in intelligence and charisma. Perfect for Warriors, especially barbarians. Terrible mages.

Orc, Half-orcs too civil for you, well boost the strength some more but now ditch wisdom as well. Can only play a Fighter or Barbarian properly. Worst mages ever.

Goblin, low strength and charisma, dexterity bonus, amazing hiding bonus. Great for a stealthy rogue.

Kobold, Severe strength loss and little constitution, but an dexterity bonus and a ton of dungoneering skills. Perfect for rogue and an effective mage, Really skilled and deadly ranged ranger, Terrible warrior.

Step 3
So by now you should have your stats rolled up and have either chosen a race or class, or possibly both. If you need help from here or want more information make a post.
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Post by DashvonMoog »

Righto, I've my stats rolled and a race/class in mind.

Anything else I need?

Elf Ranger:
Strength: 13

Dexterity: 16

Constitution: 14

Intelligence:8

Wisdom: 11

Charisma: 11
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Post by DashvonMoog »

Nvlutz wrote:I'm putting you guys on the honour system for making your characters.
That's why I was asking if we would be solely playing through forum posts, there's a nifty little chat program that lets you roll, etc, to avoid cheating.

Just throwing that out there.
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Post by Nvlutz »

DashvonMoog wrote:That's why I was asking if we would be solely playing through forum posts, there's a nifty little chat program that lets you roll, etc, to avoid cheating.

Just throwing that out there.
Problem with a chat program is I have a very busy/erratic schedule so there is no way I could ever run a game like that. Besides if players cheat and fudge rolls they only cheat themselves... if it becomes a serious game breaker issue I'll do some power DM'ing and fix the scenario.

But I've run 7 forum campaigns, if this one goes well it'd become 8, and I've never really come across that as a serious problem.

Now, as for your character,

as a 1st level Elven ranger you get:
Any feat of your choice: Suggestions would be "Point Blank Shot" or a "Weapon Focus", depending on whether you want to be in front lines or in the back. Or you could choose another feat.
1st Favoured Enemy: Choose an enemy type from this list and you gain bonuses against them.

Aberration, Animal, Construct, Dragon, Elemental, Fey, Giant, aquatic humanoid, dwarvish humanoid, elven humanoid, goblionoid, gnolls, gnomes, halflings, humans, orcs, reptilian humanoids, magical beast, monsterous humanoids, ooze, outsiders (then choose a domain: air,chaos,earth, evil, fire, good, lawful, native, water), Plant, undead, vermin.

My only suggestion, as a dm, would be avoid choosing constructs, dragons, elementals and outsiders for now since you won't face them for awhile.

You get the bonus feat "Track", basically allows you to follow or hunt down a target by footprints and such.

You also get the special ability "Wild Empathy" which allows you to 'communicate with animals' through body language.

Being an elf your stats change slightly (assuming you haven't made changes yet), along with your derived "ability modifiers" this is how your abilities effect your other stats in a more direct way.

Strength: 13 (+1)
Dexterity: 18 (+4)
Constitution: 12 (+1)
Intelligence:8 (-1)
Wisdom: 11 (0)
Charisma: 11 (0)

You move at 30 ft per round.
You are immune to sleep and gain a +2 against enchantments.
You have low-light vision.
+2 to spot, search and listen skills
You know the languages common and elven.
+3 fortitude save/ +6 Reflex save/ 0 will save
+1 base attack bonus
you have 9 h.p.

Don't worry it'll make sense in time

The last few things you need to do are:
Pick a gender, pick a name, also knowing your character's height and width would be nice. Elves as a rule are generally a head shorter than humans and proportionally slimmer, the 4th ed book will have these details.

You get 16 skill points to spend on the following skills, skills have an attribute that they are related to, you get a natural bonus or penalty to these skills based on the "attribute modifiers" that were posted above. You can only have a maximum of 4 point put into any one skill in lvl.1, this is before bonuses.

climb STR
concentration CON
craft (armor, weapon) INT
Handle Animal WIS
heal WIS
hide DEX
jump STR
Knowledge (dungeoneering) INT
Knowledge (geography) INT
Knowledge (nature) INT
Listen WIS
move silently DEX
profession (choose a job) INT
Ride DEX
search INT
spot WIS
survival WIS
swim STR
use rope DEX

After you allocated points this is how you record what your skill bonus is:
Let's say I put 3 points into Listen, you'd get:
3 (from the points) + 0 (Since listen is a WISdom skill and you get a 0 from wisdom modifer) + 2 (a bonus of being an elf) = +5

So whenever you make a listen roll you roll a d20 and add 5.

The next step is to determine your character's alignment. Which I could ramble for hours about how to determine that, but what you should do instead is go on google type in "D&D Alignment test" and answer the questions AS YOUR CHARACTER would, doesn't need to be how you would.
Then post it here, alignment basically determines how some spells and some magic gear works.

Finally, the last step is getting some basic gear for your character. You can either take 150 gp (gold pieces) and buy your own gear or ask me for help if you want. 4th ed and 3.5 ed prices for gear are roughly the same. The only thing 4th ed doesn't cover which is important is that some heavier armour restricts your dexterity bonus to ac. Basically your so nimble you get a +4 to avoiding taking damage since you are so fast, you want armor so you can get something like a +3 from your armor and +4 from being fast, but if you get fullplate armor which is bulky as hell you might get say a +7 bonus to armor but you will lose -3 points of your +4 dexterity bonus which means you don't get full bang for your buck. So just pick a decent chainmail or leather armor, or less and it won't be an issue.

Don't worry about buying too much food since I'll be using the upkeep system where I just deduct living costs from your treasure gained at the end of an adventure, which is little, but it save you keeping track of food.

I only do the food thing if you're stranded in a desert or something.
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Post by DashvonMoog »

If any of this is wrong or bits are missing, let me know.

Name: Dash the Ranger
Gender: Male
Height: 5'6
Weight: 130 lb
Chosen Feat: Weapon Focus
Chosen Enemy: Animal
Alignment: Neutral Good

Strength: 13
Dexterity: 18
Constitution: 12
Intelligence:8
Wisdom: 11
Charisma: 11

climb: 3
concentration: 0
craft (armor, weapon): 2
Handle Animal: 1
heal : 0
hide : 0
jump: 0
Knowledge (dungeoneering): 3
Knowledge (geography) : 1
Knowledge (nature): 2
Listen : 1
move silently: 2
profession: Guard
Ride: 0
search : 0
spot: 1
survival : 0
swim : 0
use rope: 0

Equipment:
Chitin Light Armor
Longbow


__________________________

Not sure what other equipment I'll need, so any input would be awesome.
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Nvlutz
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Post by Nvlutz »

Pretty good only a few minor changes...

First is for your crafting, crafting (armour) and craft (weapon) are two different skills, so you move both your points to a specific skill or split it among the two. My bad for not being clear on that.

Next is, while you can have the guard profession, you'll now need to put points in it to be able to use your knowledge that you gained from being a guard.

The next thing is minor it's Weapon focus (longbow) now, since I assume you want your bonus going towards your longbow.

With your armour and dexterity you AC (armour class) is:
+2 (armour, unless I made a mistake) + 4 (Dexterity) + 10 (base) = 16

And your attack bonuses are:
+6 for your longbow, does 1d8 damage, has a range of 100ft. does triple damage on a critical.

unarmed you get a +2, and do 1d3 non-lethal damage, does double on a critical

with your current gear you still have 55 gp left. My only suggestions would be get yourself a melee weapon, since if you get stuck with an enemy in your face your bow will do you more harm than good, doesn't need to be fancy. The only other gear I'll suggest is to possibly get some things like torches an rope, or whatever else you see that you might use. Leave yourself with 20 gp roughly, that way you have a bit of pocket change.

After that, just give us a rough backstory for your character. How is life for your character in the age of chaos? Are they old enough to remember the "good old times" from 45 years back? Why did they become a ranger? Who were your parents? and so on.

Then we wait for 2 more characters.
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Post by Siberys »

Bunch of questions-

What level are we, what is our starting gold and/or can it be average, can we use average for hit points or is rolling a requirement, can we use point buy for stats or is rolling a requirement, what books are we allowed to use for classes, PrC's, feats, skills, items, spells and so on?
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
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Post by Nvlutz »

Siberys wrote:Bunch of questions-

What level are we, what is our starting gold and/or can it be average, can we use average for hit points or is rolling a requirement, can we use point buy for stats or is rolling a requirement, what books are we allowed to use for classes, PrC's, feats, skills, items, spells and so on?
Alrighty,
Character start off at level 1.
Starting gold is the average amount as determined by your class. We'll be using average hitpoint gain per level, however you get full hitpoints for your first level. I'd prefer if you rolled your stats, but you can use the point buy system if you want, standard stat builds for characters.
Of the basic classes, you won't get wizard, sorcerer, bard or paladin as mention before, although you can take mage. Mage is essentially a wizard except limited to 2 spell schools plus universal magic, these schools are decided on character creation.
Out of advanced classes any class with psionics is going to be ruled out, simply since it clashes with the setting too much. But if you really, really want it I'll let it pass.
From ph2, I'll allow you to play a beguiler, duskblade, marshal, ninja, samurai, scout, spellthief, spirit shaman & swashbuckler.

I might be willing to allow the use of a warlock, on condition that you combine it with a temporary constitution drain like in the Hordes of the Abyss book "Hellfire Blast" rules but without the bonus to damage.

All other classes you should run by me.

As for spells, items and feats, if you have access to them and can provide me with what book it's from I'll allow for it.
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Post by Siberys »

Character draft, if you notice anything out of place, lemme know.

Also, for my 3rd level feat, I was thinking improved toughness (far more useful and balanced than Toughness). It's in complete warrior and a bunch of other books but basically, if you have a base fortitude of 2 or more, you can get this feat and it gives you 1 hit point per level (retroactive as well, thus previous levels are counted).

Name-Khannon Radiat
Race-Dwarf
Racial Stats-
# +2 Constitution, -2 Charisma.
# Medium: As Medium creatures, dwarves have no special bonuses or penalties due to their size.
# Dwarf base land speed is 20 feet. However, dwarves can move at this speed even when wearing medium or heavy armor or when carrying a medium or heavy load (unlike other creatures, whose speed is reduced in such situations).
# Darkvision: Dwarves can see in the dark up to 60 feet. Darkvision is black and white only, but it is otherwise like normal sight, and dwarves can function just fine with no light at all.
# Stonecunning: This ability grants a dwarf a +2 racial bonus on Search checks to notice unusual stonework, such as sliding walls, stonework traps, new construction (even when built to match the old), unsafe stone surfaces, shaky stone ceilings, and the like. Something that isn’t stone but that is disguised as stone also counts as unusual stonework. A dwarf who merely comes within 10 feet of unusual stonework can make a Search check as if he were actively searching, and a dwarf can use the Search skill to find stonework traps as a rogue can. A dwarf can also intuit depth, sensing his approximate depth underground as naturally as a human can sense which way is up.
# Weapon Familiarity: Dwarves may treat dwarven waraxes and dwarven urgroshes as martial weapons, rather than exotic weapons.
# Stability: A dwarf gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
# +2 racial bonus on saving throws against poison.
# +2 racial bonus on saving throws against spells and spell-like effects.
# +1 racial bonus on attack rolls against orcs and goblinoids.
# +4 dodge bonus to Armor Class against monsters of the giant type. Any time a creature loses its Dexterity bonus (if any) to Armor Class, such as when it’s caught flat-footed, it loses its dodge bonus, too.
# +2 racial bonus on Appraise checks that are related to stone or metal items.
# +2 racial bonus on Craft checks that are related to stone or metal.


Class-Monk
Class Features-
#Proficiencies- club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shuriken, siangham, and sling.
#AC Bonus- +0 (only when wearing no armor, add wisdom modifier to AC)
#Flurry of Blows- Extra attack at -2 penalty for unarmed strike and kama, nunchaku, quarterstaff, sai, shuriken, and siangham
#Unarmed Strike- Progressive damage with unarmed strike, choice of lethal and nonlethal, considered both a weapon and natural weapon
#Bonus Feats
#Unarmored Speed Bonus- +10ft.
#Evasion
#Still Mind


Alignment-LG

XP-4125/6000
Level-3

HP-23/23

AC-15 (+2 Dex, +3 Wisdom) (+4 dodge vs Giants)
Touch-15
Flat Footed-13

Initiative-6

Speed-30

Str-16(+3)
Dex-15(+2)
Con-12(+1)
Int-12(+1)
Wis-14(+2)
Cha-10(+0)

Base Attack/Grapple-2/5

Attack- (+1 against goblins/orcs)
Single Unarmed Strike- +5
1D6+3
20/x2

Flurry- +3/3
1D6+3 + 1D6+3
20/x2

Saves- (+2 vs poison, +2 vs spells)
Fortitude--3+1=4
Reflex-----3+2=5
Willpower--3+2=5

Skills-
Appraise------0+1=1(3 vs stone/metal items)
Balance-------4+4=8
Bluff---------2+0=2
Diplomacy-----4+0=4
Hide----------4+2=6
Jump----------5+5=10
Listen--------0+2=2
Move Silently-4+2=6
Search--------0+1=1(3 vs unusual stonework)
Spot----------0+2=2
Tumble--------5+4=9

Feats-
Stunning Fist
Improved Initiative
Combat Reflexes
Improved Toughness

Equipment-1Sp 8cp
Caltrops (1gp)
Waterskin (1gp)
Bedroll (1sp)
Winter Blanket (5sp)
Five Trail Rations (2.5Gp)
Map Case (1Gp)
Basic Trail Map surrounding Mootschmidt (3sp)
Monks Outfit (5gp)
Wooden Holy Symbol of Heironeous (1gp)
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
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Bluestorm
Posts: 307
Joined: Thu Mar 29, 2001 11:00 pm
Location: Kitchener, Ontario, Canada
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Post by Bluestorm »

ok just a question
this is my rolls
Strength:17

Dexterity: 15

Constitution:17

Intelligence:11

Wisdom: 12

Charisma: 11

i like to play a dwarf fighter, would it be ok to play this or do we want different classes ?
It's not what you are---it's who you are
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Nvlutz
Posts: 349
Joined: Sun Feb 28, 2010 7:56 pm
Location: Cornwall On
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Post by Nvlutz »

Bluestorm wrote:ok just a question
this is my rolls
Strength:17

Dexterity: 15

Constitution:17

Intelligence:11

Wisdom: 12

Charisma: 11

i like to play a dwarf fighter, would it be ok to play this or do we want different classes ?
Playing a dwarven fighter is good, even having people of the same class is okay since you can always customize an class to be your own.

If you choose to be a fighter you must follow these next steps.

First off, you can look at the post before yours for all the standard bonuses that dwarves get, since you get those ones as well.

However, did you add the +2 to constitution and the -2 to charisma for being a dwarf? If so you might want to calculate that in. This effects you ability modifiers... I'll give you your abilities based on your current scores.

You start of with 13 hp.
You also (currently) get +5 fortitude save/ +2 Reflex save/ +1 Will save
Also you get 8 skill points which you can spend on the on these skills, a maximum of 4 in any single skill.

climb STR
craft (armor or weapon) INT
Handle Animal CHA (my bad, I thought it was wisdom originally)
Intimidate CHA
jump STR
Ride DEX
swim STR

Next off, you have 2 feats to choose. 1 can be any feat you meet the prerequisites for and one MUST be from this list:
Blind-fight, Combat Reflexes, Dodge, Exotic Weapon Proficiency (choose one), Improved initiative, Improved unarmed strike, Mounted combat (you need to invest 1 rank in ride to use this), Point Blank shot, Power attack, Quick draw, Rapid reload, Improved shield bash, Two weapon fighting (assuming your dexterity stays at 15), Weapon finesse or weapon focus.

If you need more info or want tips on picking feats just ask... but it helps to know what sort of character you have in mind, archer, defender, axe weilding psychopath, whatever.

Two other things to determine are:
Your alignment, if you are new to alignment go on google, take a D&D alignment test answering as your character would, and post the result here.

Then finally, take 150 gp and buy some starting gear, don't worry too much about food rations since I'll be using the upkeep system, but do figure out your weapon, armour, and some adventure gear you think you'll need.
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