Greyhawk Campaign.
Posted: Thu Jun 16, 2005 11:52 am
Hello peeps. I'm attempting an ongoing session of DND with core settings. Here's some stats for character creations.
Statistics as follows-
-Must have access to 3.5 books. if anyone doesn't want to buy the 3.5 source books, a -lot-, if not pretty much all, of the stuff that is in them is also here - http://www.systemreferencedocuments.org ... /home.html.
-If you have a book that is not the Players Handbook, Dungeon Masters Guide, and Monster Manual, and want to use something out of it then ask me first (must also be 3.5).
-Limit 6 players
-Must have Dice (obvious) If you don't have any dice, then go to http://www.wizards.com/default.asp?x=dnd/welcome and click on the purple die to the left of the page. It should pop up a dice roller.
-Campaign setting- Greyhawk
-Trust is everything. If I get players then I do trust you to play without CHEATING.
- Character creation is much different than rolling dice.
Character creation-
Class- All (and only) core classes from Players handbook are allowed as well as all prestige classes. Once again, if you have a book that has a prestige class that is not the DM's guide, tell me what it is, and if I don't have it, write it out with your character sheet here.
Races-
Human
Dwarf (All subtypes)
Elf (All subtypes)
Half elf
Half orc
Gnome (All subtypes)
Halfling (All subtypes)
Full orc
Tiefling
Aasimar
Goblin
Kobold
_____
(The races below recieve a Hat of disguise as a bonus item because of the level adjustment and there appearance)
Hobgoblin
Bugbear
Lizardfolk
Drow
Duegar
Orog
Ability score- You have 28 points to spend and all ability scores start at eight.
Here is the chart, READ IT ALL BEFORE ASSUMING-
Score/Point cost
8-0
9-1
10-2
11-3
12-4
13-5
14-6
15-8
16-10
17-13
18-16
HP- Max at first level and average after that. Here is a chart to determne the hit points
First level-
D4- 4+con
D6- 6+con
D8- 8+con
D10-10+con
D12-12+con
Beyond first level-
Round down until you recieve another .5
For instance 2nd level fighter base is 15 +con
3rd level fighter base 21 (5.5 + 5.5 + 10)
D4- 2.5+con
D6- 3.5+con
D8- 4.5+con
D10-5.5+con
D12-6.5+con
level-1
Gold- 100 (No matter the character class)
Items- Up to Medium items. Major magic items requires you to special order it which takes 1 day per 1000 gold minimum 1 day.
Leveling up- requires a weeks DOWNTIME Training as well as fifty gold, meaning, I will tell you when downtime is. If you train on a non-downtime time, I will keep track of the time it takes.
Combat- I will determine if you have attacks of oppurtunity from monsters while moving. Tell me where you move specifically or I assume it is just in attack range. (Example- Lidda the rogue is behind an enemy,
Redgar announces to the dm he will move to the flanking position of the monster with lidda. Example 2- Lidda the rogue decides to avoid attacks of oppurtunity by tumbling. She announces she will tumble behind an enemy to flank with redgar to get sneak attack.
Feats- all feats from 3.5 books allowed as long as you have the prerequisits. Again, tell me the book or write the description so
I know what feat it is if it from another book.
Tell me about yourself-
Your race
Your class
Your listen, search, sense motive, and spot (Example, if I were to tell you to make a spot check, that would automatically signify that there is a monster in the room)
Your equipment, all of it no matter the mundaneness
Your spells, powers, and the like (If any)
Your name
Your weight (with equipment)
Your Origin (I will talk of that in a moment)
Your City Feat (I will also explain in a moment)
Your most hated enemy (Which can be a group of people like a guild or church, a single person, a race, a class, or an alignment that you hate like you hate all evil or all good)
^^^^^^^^^^^^^^^
These are of importance so please tell me everything about your character listed here.
Now then, your origin. You have several places to choose from. I will list them off here.
Balgera- The market city, trade, guild, and port city. This is the center of the 10 cities.
Balmora- The City of all. The biggest city there is.
Belvactra- The city underground associated with Drow, Duergar, Deep gnome, and Orogs.
Coavalarg- The city on a volcanoe. It is the biggest mining city around and filled with dwarves.
Cume Talendor- The city of politics. Bards, rogues, politicians, and the general diplomatics live here.
Degreva- The city in the Desert, home to the sun and moon elves.
Fargrove- Home to the humans.
Hegran- The city of gnomes. Way up in the mountains.
Mamogras- The city of magic. The city of all knowledge.
Zielven- The city conneted to other planes. The city of the gates.
Balgera Feats-
Mercantile background- you can sell items at 75% instead of 50% cost and buy an item once
per month at 75%. Month consisting of exactly 30 days.
Trader's toung- You gain a plus 2 to diplomacy, bluff, and sense motive
Artisan- You gain a plus 2 to 3 craft's of your choice
Balmora- ALL OTHER CITY FEATS
Belvactra-
Daylight adaptation- You lose your heritage of being dazzled in the sun. Further more, you gain a plus
2 to saves against spells and effects with the "Light" descriptor such as sunburst and sunbeam.
Coavalarg-
Mining expertise- You gain a plus 4 bonus to craft (Metal working). You also gain a plus 4 strength bonus to mine out metal. Furthermore, once per day, you can sense minerals and metals "As Locate object" for 2 minutes.
Mercantile background
Artisan
Cume Talendor-
Silver Tongue- You gain a +4 to diplomacy and it is always a class skill.
Fast talk- You can reduce the normal penalty of -10 for using diplomacy in a round to -5 instead.
Preformer- You gain a +2 to one preform skilll. Furthermore, you gain the ability to inspire people with a plus 1 to attack and damage rolls. This bonus stacks with the bardic ability, Inspire courage.
Education- You gain all knowledge skills as class skills. You also gain either a +1 to two knowledge skills or +2 to one.
Degreva-
Desert Knight- You gain a +3 to attack in a desert of any kind and you also gain a +3 to damage in a desert of any kind.
Desert Mage- Spells that have heat, fire, light, or similar effects gain a plus 2 to there DC permanently.
Protection from the heat- You gain a +4 to saves against heat dangers and a +2 to saves against spells and
effects of heat, fire, light, or similar effects.
Fargrove-
Strike of the exalted/corrupt- This feat lets you emulate the spell true strike as a free action once per day with
a +3 to attack. Furthermore, your attack is considered good or evil (depending on your alignment) to bypass damage
reduction.
Advanced- You gain 4 skills as your class skills permanetly.
Mercantile background
Hegran-
Craftsmanship- you gain a plus 1 to all craft skills. At 5th level, this increases to plus 2, and at ninth level to plus 3. It
only goes up to plus three.
Hammer/pick style- you gain two weapon fighting with the light pick and the warhammer without requiring the normal 15 dexterity.
Furthermore, you reduce the penalty with the pick and only the pick to -1. So, it isn't -2/-2, it is -2/-1. You can substitute
this feat with the hooked hammer as long as you have the proficiency in the hooked hammer. The hook part will be the -1 and the
hammer will be -2
Mining expertise
Mercantile background
Mamogras-
Education- You gain all knowledge skills as class skills. You also gain either a +1 to two knowledge skills or +2 to one.
Spellfire- You are tainted with the weave of magic, allowing you to gain 1 extra 1st level slot of magic (if wizard)
or 1 extra spell known of 1st level (If sorcerer). Furthermore, the slots or spells draw from within your inner being
thus you can use your blood as an optional component for the following effects-
10% chance of empower for 1 point of damage.
20% chance of increasing DC by 1 for 1 one point of damage.
50% chance of extend for 1 point of damage per 2 rounds after the normal duration.
80% chance of changing it's energy into a blood energy which reduces resistance by 5 (if any) to an encounter.
These are only usable if you have at least half of your hit points.Everytime you try this, you roll percentiles and
if it is within the range, then the effect goes through. If you fail, then you only take 1 point of damage from the
prick of blood. These are only usable on the spells associated with this feat.
You may not take this feat as any other class other than wizard or sorcerer.
Zielven-
Outsider heritage- you gain light/darkness as a spell like ability at will. Furthermore, you gain daylight/deeper darkness
as spells once per week.
Outsider: battle oriented- you gain a weapon proficiency and weapon focus as a bonus feat. Furthermore, you can take
weapon specialization at fourth level or higher as if you had obtained four levels in fighter (whether or not you are
one)
Outsider: Magic oriented- your spells that summon creatures are extended by 1.5 times the normal duration. Furthermore,
you can call forth an Aasimar palidin or Tiefling rogue (depending on your race) with the planar summon spells such
as planar ally or planar binding spells for half price. The hit dice is ALWAYS max for the spells limitations.
Outsider: stealth oriented- you gain a plus 1d6 damage to opponents who have lost there dexterity bonus as if
you had a level in rogue. This stacks with the rogues sneak attack.
Outsider: Turning/rebuking oriented- This gives you a plus 2 to checks made to turn/rebuke undead. Furthermore, you
treat your check as 2 levels higher.
That all said, I think you guys have everything to play the game. I hope I can get some people to join, cause this took me forever to type out today.
Statistics as follows-
-Must have access to 3.5 books. if anyone doesn't want to buy the 3.5 source books, a -lot-, if not pretty much all, of the stuff that is in them is also here - http://www.systemreferencedocuments.org ... /home.html.
-If you have a book that is not the Players Handbook, Dungeon Masters Guide, and Monster Manual, and want to use something out of it then ask me first (must also be 3.5).
-Limit 6 players
-Must have Dice (obvious) If you don't have any dice, then go to http://www.wizards.com/default.asp?x=dnd/welcome and click on the purple die to the left of the page. It should pop up a dice roller.
-Campaign setting- Greyhawk
-Trust is everything. If I get players then I do trust you to play without CHEATING.
- Character creation is much different than rolling dice.
Character creation-
Class- All (and only) core classes from Players handbook are allowed as well as all prestige classes. Once again, if you have a book that has a prestige class that is not the DM's guide, tell me what it is, and if I don't have it, write it out with your character sheet here.
Races-
Human
Dwarf (All subtypes)
Elf (All subtypes)
Half elf
Half orc
Gnome (All subtypes)
Halfling (All subtypes)
Full orc
Tiefling
Aasimar
Goblin
Kobold
_____
(The races below recieve a Hat of disguise as a bonus item because of the level adjustment and there appearance)
Hobgoblin
Bugbear
Lizardfolk
Drow
Duegar
Orog
Ability score- You have 28 points to spend and all ability scores start at eight.
Here is the chart, READ IT ALL BEFORE ASSUMING-
Score/Point cost
8-0
9-1
10-2
11-3
12-4
13-5
14-6
15-8
16-10
17-13
18-16
HP- Max at first level and average after that. Here is a chart to determne the hit points
First level-
D4- 4+con
D6- 6+con
D8- 8+con
D10-10+con
D12-12+con
Beyond first level-
Round down until you recieve another .5
For instance 2nd level fighter base is 15 +con
3rd level fighter base 21 (5.5 + 5.5 + 10)
D4- 2.5+con
D6- 3.5+con
D8- 4.5+con
D10-5.5+con
D12-6.5+con
level-1
Gold- 100 (No matter the character class)
Items- Up to Medium items. Major magic items requires you to special order it which takes 1 day per 1000 gold minimum 1 day.
Leveling up- requires a weeks DOWNTIME Training as well as fifty gold, meaning, I will tell you when downtime is. If you train on a non-downtime time, I will keep track of the time it takes.
Combat- I will determine if you have attacks of oppurtunity from monsters while moving. Tell me where you move specifically or I assume it is just in attack range. (Example- Lidda the rogue is behind an enemy,
Redgar announces to the dm he will move to the flanking position of the monster with lidda. Example 2- Lidda the rogue decides to avoid attacks of oppurtunity by tumbling. She announces she will tumble behind an enemy to flank with redgar to get sneak attack.
Feats- all feats from 3.5 books allowed as long as you have the prerequisits. Again, tell me the book or write the description so
I know what feat it is if it from another book.
Tell me about yourself-
Your race
Your class
Your listen, search, sense motive, and spot (Example, if I were to tell you to make a spot check, that would automatically signify that there is a monster in the room)
Your equipment, all of it no matter the mundaneness
Your spells, powers, and the like (If any)
Your name
Your weight (with equipment)
Your Origin (I will talk of that in a moment)
Your City Feat (I will also explain in a moment)
Your most hated enemy (Which can be a group of people like a guild or church, a single person, a race, a class, or an alignment that you hate like you hate all evil or all good)
^^^^^^^^^^^^^^^
These are of importance so please tell me everything about your character listed here.
Now then, your origin. You have several places to choose from. I will list them off here.
Balgera- The market city, trade, guild, and port city. This is the center of the 10 cities.
Balmora- The City of all. The biggest city there is.
Belvactra- The city underground associated with Drow, Duergar, Deep gnome, and Orogs.
Coavalarg- The city on a volcanoe. It is the biggest mining city around and filled with dwarves.
Cume Talendor- The city of politics. Bards, rogues, politicians, and the general diplomatics live here.
Degreva- The city in the Desert, home to the sun and moon elves.
Fargrove- Home to the humans.
Hegran- The city of gnomes. Way up in the mountains.
Mamogras- The city of magic. The city of all knowledge.
Zielven- The city conneted to other planes. The city of the gates.
Balgera Feats-
Mercantile background- you can sell items at 75% instead of 50% cost and buy an item once
per month at 75%. Month consisting of exactly 30 days.
Trader's toung- You gain a plus 2 to diplomacy, bluff, and sense motive
Artisan- You gain a plus 2 to 3 craft's of your choice
Balmora- ALL OTHER CITY FEATS
Belvactra-
Daylight adaptation- You lose your heritage of being dazzled in the sun. Further more, you gain a plus
2 to saves against spells and effects with the "Light" descriptor such as sunburst and sunbeam.
Coavalarg-
Mining expertise- You gain a plus 4 bonus to craft (Metal working). You also gain a plus 4 strength bonus to mine out metal. Furthermore, once per day, you can sense minerals and metals "As Locate object" for 2 minutes.
Mercantile background
Artisan
Cume Talendor-
Silver Tongue- You gain a +4 to diplomacy and it is always a class skill.
Fast talk- You can reduce the normal penalty of -10 for using diplomacy in a round to -5 instead.
Preformer- You gain a +2 to one preform skilll. Furthermore, you gain the ability to inspire people with a plus 1 to attack and damage rolls. This bonus stacks with the bardic ability, Inspire courage.
Education- You gain all knowledge skills as class skills. You also gain either a +1 to two knowledge skills or +2 to one.
Degreva-
Desert Knight- You gain a +3 to attack in a desert of any kind and you also gain a +3 to damage in a desert of any kind.
Desert Mage- Spells that have heat, fire, light, or similar effects gain a plus 2 to there DC permanently.
Protection from the heat- You gain a +4 to saves against heat dangers and a +2 to saves against spells and
effects of heat, fire, light, or similar effects.
Fargrove-
Strike of the exalted/corrupt- This feat lets you emulate the spell true strike as a free action once per day with
a +3 to attack. Furthermore, your attack is considered good or evil (depending on your alignment) to bypass damage
reduction.
Advanced- You gain 4 skills as your class skills permanetly.
Mercantile background
Hegran-
Craftsmanship- you gain a plus 1 to all craft skills. At 5th level, this increases to plus 2, and at ninth level to plus 3. It
only goes up to plus three.
Hammer/pick style- you gain two weapon fighting with the light pick and the warhammer without requiring the normal 15 dexterity.
Furthermore, you reduce the penalty with the pick and only the pick to -1. So, it isn't -2/-2, it is -2/-1. You can substitute
this feat with the hooked hammer as long as you have the proficiency in the hooked hammer. The hook part will be the -1 and the
hammer will be -2
Mining expertise
Mercantile background
Mamogras-
Education- You gain all knowledge skills as class skills. You also gain either a +1 to two knowledge skills or +2 to one.
Spellfire- You are tainted with the weave of magic, allowing you to gain 1 extra 1st level slot of magic (if wizard)
or 1 extra spell known of 1st level (If sorcerer). Furthermore, the slots or spells draw from within your inner being
thus you can use your blood as an optional component for the following effects-
10% chance of empower for 1 point of damage.
20% chance of increasing DC by 1 for 1 one point of damage.
50% chance of extend for 1 point of damage per 2 rounds after the normal duration.
80% chance of changing it's energy into a blood energy which reduces resistance by 5 (if any) to an encounter.
These are only usable if you have at least half of your hit points.Everytime you try this, you roll percentiles and
if it is within the range, then the effect goes through. If you fail, then you only take 1 point of damage from the
prick of blood. These are only usable on the spells associated with this feat.
You may not take this feat as any other class other than wizard or sorcerer.
Zielven-
Outsider heritage- you gain light/darkness as a spell like ability at will. Furthermore, you gain daylight/deeper darkness
as spells once per week.
Outsider: battle oriented- you gain a weapon proficiency and weapon focus as a bonus feat. Furthermore, you can take
weapon specialization at fourth level or higher as if you had obtained four levels in fighter (whether or not you are
one)
Outsider: Magic oriented- your spells that summon creatures are extended by 1.5 times the normal duration. Furthermore,
you can call forth an Aasimar palidin or Tiefling rogue (depending on your race) with the planar summon spells such
as planar ally or planar binding spells for half price. The hit dice is ALWAYS max for the spells limitations.
Outsider: stealth oriented- you gain a plus 1d6 damage to opponents who have lost there dexterity bonus as if
you had a level in rogue. This stacks with the rogues sneak attack.
Outsider: Turning/rebuking oriented- This gives you a plus 2 to checks made to turn/rebuke undead. Furthermore, you
treat your check as 2 levels higher.
That all said, I think you guys have everything to play the game. I hope I can get some people to join, cause this took me forever to type out today.