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glitterboypilot

PostPosted: Thu May 13, 2010 5:37 pm
I am going to do 2_phatian's idea. I have four adventures that I can update. Forgive me if I missed spelled some things, I am on my brother's computer and it doesn't have firefox or word on it.

[ Character Creation ]

Available Sources: Complete books, Player handbook 1 & 2, Dungeon Master's Guide (for prestige classes only) Monster manual 1-4, Eberron player's handbook. Enhanced Psionics Handbook
Banned Resources: Check with me first, but if it comes from Tome of Battle, Tome of Magic, or Weapons of legecy. Don't bother.

ECL: 1
Gold: Starting gold rolled out or average. Though, you can't choose the other if you don't like your roll.
Races: Anything from the listed
Ability Scores*: Roll 4d6 drop the lowest 7 times or 32 point buy system.
Hit Points: Max at first then average or roll, and no take backs here ether. If you roll a 1. then you have 1 plus you constitution modifier.
Alignments: Open, just because you are evil. Doesn't mean you will kill off the whole town, or party. It just means that you place yourself above the well-being of others
Pantheon: Player's handbook
Backgrounds: Half a level in exp(250) and 100 plus in starting gold.

[ House/Optional Rules ]

1] +2 skills feat become class skills
2] Initiative will be heroes then villians, unless if surpise round or something is stopping the heroes first attack.
3] Exp is halved for Levels, I hope to level up quicker this way.
4] Profession, Knowledge(one, choosen at first level), and Craft; are class skills
5] Spellcasters that prepare spells may spontaneously cast Cantrips and/or Orisons. And they can cast zero level spells unlimited
6] Animal Companion/Familiar/Etc: Stat-out these if you have one, either make a second character sheet for one or place it in the other notes section.
7] For every point you have in Craft or Profession, you may add 10 gp to your character.
8] Craft points, and Action points will be used.
Quote:

ACTION POINTS
Action points provide a player with the means to alter d20
rolls in dramatic situations, reflecting the luck that can
change crushing failure into heroic success. Your character
has a limited number of action points, and you must
use them wisely, since you don’t replenish this supply until
your character attains a new level.
You can spend an action point to improve the result of
an attack roll, a skill check, an ability check, a level check,
or a saving throw. Certain feats and prestige class features
allow you to spend action points in different ways, but this
is their most basic use.
When you spend an action point, you add the result
of a roll of 1d6 to your d20 roll to help you meet or exceed
the target number for the roll. You can declare that you
are spending an action point after you have already rolled
the d20, but you must do so before the Dungeon Master
reveals the result of your roll (whether the attack roll or
check or saving throw succeeded or failed). You can’t use
an action point on a skill check or ability check when you
are taking 10 or taking 20.
You can only use action points once in a round. If
you spend 1 or more action points on a special action
(see below), you can’t spend a point in the same round to
improve a die roll, and vice versa. No spell, power, or other special ability can allow a character to reroll an action point die. If a character suffers permanent level loss, he does not
lose any action points he has remaining, and any subsequent
level advancement provides new action points as normal.
If your character level is 8th or higher, you can roll
more than one d6 when you spend an action point. If you
do so, apply the highest result and disregard the other
rolls. As a 15th-level character, for example, you can roll
3d6 and take the best result of the three. So, if you rolled
1, 2, and 4, you would apply the 4 to your d20 roll.

Character Level Action Point Dice (d6) Rolled
1st–7th 1
8th–14th 2
15th–20th 3

At 1st level, you have 5 action points. Each time you attain a
new level, you gain a fresh supply of action points equal to 5
+ 1/2 your character level, rounded down. Any action points
you didn’t spend at your previous level are lost.
You determine your supply of action points after
all other issues related to level advancement have been
resolved. In effect, this determination becomes step 10 in
the process (see pages 58–59 of the Player’s Handbook).

Character Action Point
Level Maximum
1st 5
2nd–3rd 6
4th–5th 7
6th–7th 8
8th–9th 9
10th–11th 10
12th–13th 11
14th–15th 12
16th–17th 13
18th–19th 14
20th 15

SPECIAL ACTIONS
Instead of altering the result of a d20
roll, you can use action points to
perform one of the special actions
described below. In addition, some
prestige classes and feats allow you to
spend action points to gain or activate
specifi c abilities.
Activate Class Feature: You can spend
2 action points to gain another use of one of
the following class features that has a limited
number of uses per day: bardic music, rage,
smite evil, Stunning Fist, turn or rebuke
undead, or wild shape.
Hasten Infusion: On his turn, an
artifi cer can spend 1 action point
to imbue an infusion in 1 round,
even if the infusion’s casting
time is normally longer than
1 round.
Stabilize: When your character
is dying, you can spend
1 action point to stabilize at your
current hit point total. Spending an
action point does nothing for you if you’re
already dead.

I will allow other uses for spending action points, just ask.  
PostPosted: Thu May 13, 2010 6:07 pm
I'm in, I'm thinking either Paladin, or some evil spellcaster ^^  

NayrVentess

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glitterboypilot

PostPosted: Thu May 13, 2010 6:19 pm
I messed up it is 32 normal point buy, not 15 pathfinder.  
PostPosted: Thu May 13, 2010 6:24 pm
Gaah!
I want to, but I'm not active enough
I want to, but I've been forgetting games as of late
I want to, but there will be less room for players with less gaming experience...

Grrr... *fights with self* I'd best give this a pass for now. I'll let others get to play rather then hogging the games, and not posting as much as I'd like.  

Yurro

Friendly Guildsman

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glitterboypilot

PostPosted: Thu May 13, 2010 6:36 pm
It is nice to see someone is honest enough, to pass on something he wants to play but knows that he don't have time.  
PostPosted: Thu May 13, 2010 7:34 pm
What sort of pace do you want this to move along at? Is this going to be played in-thread?  

KamikaziFreak


glitterboypilot

PostPosted: Thu May 13, 2010 7:41 pm
Play by post is fine with me and yea it will be here in a thread. I only cut the exp requirment for levels in hopes people would stay around longer.  
PostPosted: Thu May 13, 2010 8:16 pm
Hmm, I might play the hand-to-hand combat cleric, as it's a concept that levels nice and smoothly. He uses a house rule though, so it would depend on if you're ok with it.

The basic idea of the character is that he's a heavyweight boxer in full plate (cleric of Kord, naturally). He's got improved unarmed strike, as gauntlets count as unarmed strikes (but let you deal normal damage). The fun of this character being that instead of just casting a touch spell and then touching someone, he can hold the charge and then punch them with it on his next turn (I assume that the standard action taken to cast the spell doesn't leave time to throw enough punches to land a solid blow and deal combat damage, though you can normally touch in the same turn).

The rules fudge is allowing him to treat a pair of gauntlets as a single weapon that allows him to add strength-and-a-half to damage (which is only 1d3, after all), and to make power attacks that give the two-handed bonuses. The main reason for this being that there's no game mechanics reason for him not to take a shield if he doesn't get the extra damage for using both hands, but that ruins the boxer image, and makes it a much less interesting character. The justification is that he's devoting both hands exclusively to fighting, and while he's not going around delivering two-handed Kirk punches, he is jabbing and feinting to open someone up for a full-bodied hit. As the PHB says, "An attack roll represents your atempts to strike your opponent, including feints and wild swings. It does not represent a single swing of the sword, for example."

The important thing that I'll point out is that he'll never be able to combine this with, say, flurry of blows, on any other similar abilities. Also, the gauntlets are purchased as a single weapon, so he can't make two attacks as with a double weapon.

Allowable? Y/N?  

KamikaziFreak


glitterboypilot

PostPosted: Thu May 13, 2010 8:53 pm
While the idea of a boxer in full plate, or anykind of armor, is abnormal to say the least. I will allow it.  
PostPosted: Thu May 13, 2010 9:11 pm
Also I should probably ask, what is the idea of 2_phatian's that you're doing? Is this set in Eberron, or just some standard core rules fantasy setting?  

KamikaziFreak


glitterboypilot

PostPosted: Thu May 13, 2010 9:24 pm
I know Rev had the idea, before him. But, until I can think of something, or everyone leaves me. I take premade adventures and run you guys through them.

Although I would love to have it set in Eberron or some other fantasy setting. I am hard pressed and tend to change direction to easy for it to be in such a setting.

The only thing that is in stone is that you guys are part of a guild, at the moment nameless. That takes contracts and you go on the mission. Simple, no?

Oh, thanks. I knew I was forgetting something in the House Rules.  
KamikaziFreak rolled 5 4-sided dice: 4, 3, 3, 1, 4 Total: 15 (5-20)
PostPosted: Thu May 13, 2010 11:33 pm
Rolling goooooold!  

KamikaziFreak


KamikaziFreak

PostPosted: Fri May 14, 2010 12:02 am
Aside from backstory, this is mostly done, I think. 150 gp, plus 40 from profession.

Sergeant Major Lou Thrakka
Name: Lou Thrakka Speed: 30 ft. (20 ft.)
Race: Half-Orc Height: 6'1"
Class: Cleric 1 (Kord) Weight: 283 lb.
Alignment: Chaotic Good Age: 21


Str: 17 +3 HP: 10
Dex: 12 +1 AC: 16 T: 11 FF: 15
Con: 14 +2 Init +1
Int: 10 0 B.A.B. +0
Wis: 14 +2 Action Points: 5
Cha: 10 0 F+4 R+1 W+4

Feats and Such: Skills: (ranks+mod+misc)
Improved Unarmed Strike Concentration +6 (4+2)
Darkvision 60 ft. Profession (Military) +6 (4+2)

Class Abilities:
Turn Undead 3/day

Gear: Languages:
Chainmail (includes gauntlets) Common
Wooden Holy Symbol Orc
Light Crossbow w/10 bolts
Hipflask (steel)
Waterskin
10 sp


Cleric Domains:

Strength - Gain enhancement bonus to Strength equal to cleric level for one round 1/day as a free action.
Luck - Reroll any one die 1/day

Spells

Lv. 1 DC 13
* Inflict Light Wounds
* Divine Favor
o Enlarge Person
 
PostPosted: Fri May 14, 2010 1:14 am
Looks good, just one question.

How did you get the character sheet to look that good? Always, when I try it, It comes out looking like a right bloody mess.  

glitterboypilot


KamikaziFreak

PostPosted: Fri May 14, 2010 7:06 am
Any text inside a
tag will be displayed in a fixed-width font on most computers, though I'm not sure if it works on Macs. So if you open up Notepad, and type your character up in that, you can use spaces to make columns, and it will show up looking the same on Gaia. It's a little tedious to do, but it comes out pretty nice.
 
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