| Reckless Apprentice |
This sounds interesting.
I haven't played 3.5 in awhile but after looking at your party makeup I was thinking of some kind of Half-Elf Arcane Trickster.
Would a deep story need to be created for a character or would this more likely to be an NPC from this village which would have initial story hook?
I would need time to stat the character out but I was thinking this would be the villages good-for-nothing guy (thief,charlatan, etc.) who they want to ether exile or imprison, then along comes the party and now the village has someone to pawn this guy off on.
| Reckless Apprentice |
Here's the crunch.
ERDWIN RYNWILL CR 6
Male Half-Elf Rogue 3 Wizard 3
CG Medium Humanoid
Init +3; Senses Low-Light Vision; Listen +12, Spot +12
Languages Celestial, Common, Draconic, Dwarven, Elven, Infernal
---------------------
AC 19, touch 13, flat-footed 16
. . (+3 Dex, +5 armor)
hp 29 (3d6+3d4+6)
Fort +3, Ref +9, Will +6
---------------------
Speed 30ft.
Melee weapon Rapier +6 (1d6+1) and
. . Unarmed Strike +6 (1d3+1)
Ranged weapon Shortbow +6 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +4
Atk Options Sneak Attack +2d6
Combat Gear +1 Mithral Chain Shirt, Arrows, Rapier, Shortbow
Wizard Spells Prepared (CL 3, +4 melee touch, +6 ranged touch):
2 (DC 16, 2/day) - Mirror Image, Scorching Ray
1 (DC 15, 3/day) - Magic Missile, Reduce Person, Ray of Flame
0 (DC 14, 4/day) - Detect Magic, Mage Hand, Prestidigitation, Ray of Frost
---------------------
Abilities Str 12 Dex 16 Con 12 Int 18 Wis 14 Cha 14
SQ +2 to Reflex saves while familiar is within 1 mile., +2 to saves vs Enchantments, Combat Casting, Deliver Touch Spells Through Familiar (Su), Empathic Link (Su), Eschew Materials, Racial Skill Bonus, Share Spells, Subtype - Elf, Trap Sense +1 (Ex), Trapfinding, Type - Humanoid
Feats Armor Proficiency (Light), Combat Casting, Eschew Materials, Rogue Weapon Proficiencies, Scribe Scroll, Simple Weapon Proficiency - All, Weapon Finesse, Wizard Weapon Proficiencies
Skills Balance +12, Bluff +11, Concentration +10, Diplomacy +8, Disable Device +13, Gather Information +4, Intimidate +4, Listen +12, Move Silently +12, Search +14, Sense Motive +11, Spellcraft +13, Spot +12
Possessions combat gear plus Amulet of Natural Armor +1, Artisan's Outfit (Free), Backpack (22 @ 26.5 lbs), Bedroll, Chalk, 1 piece, Flint and steel, Money, Piton, Potion of Cure Light Wounds, Pouch, belt (1 @ 3.72 lbs), Rations, trail (per day), Spellbook, wizard's (blank), Sunrod, Waterskin
---------------------
+2 to Reflex saves while familiar is within 1 mile. This ability is active when your familiar is within one mile.
+2 to saves vs Enchantments +2 save bonus vs Enchantments.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link (Su) You have an empathic link with your Arcane Familiar.
Eschew Materials Cast without materials, if material cost is <= 1gp.
Evasion (Ex) Take no damage on a successful Reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Racial Skill Bonus You gain a bonus to some skills (already counted).
Share Spells Spells cast on you can also affect your familiar, if it's within 5 feet.
Sneak Attack +2d6 Deal extra damage when your target is flat-footed or flanked by you.
Subtype - Elf Subtype for a set of humanoids who share a common origin and language.
Trap Sense +1 (Ex) You gain a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Trap sense bonuses gained from multiple classes stack.
Trapfinding You can find and disarm traps with a DC > 20.
Type - Humanoid Unless otherwise noted humanoids have these features.
--------------------
DUDEN CR 1/4
Male Animal, Weasel (Animal, Weasel +1)
TN Tiny Humanoid
Init +2; Senses Low-Light Vision, Scent (Ex); Listen +10, Spot +10
Languages
---------------------
AC 16, touch 14, flat-footed 14
. . (+2 size, +2 Dex)
hp 14 (1d8)
Fort +2, Ref +6, Will +5
---------------------
Speed 20ft.Climbing (20 feet)
Melee weapon Bite (Animal, Weasel) +7 (1d3-4) and
. . Unarmed Strike +7 (1-4)
Space 2.5 ft.; Reach 0 ft.
Base Atk +5; Grp -9
Combat Gear (none)
---------------------
Abilities Str 3 Dex 15 Con 10 Int 10 Wis 12 Cha 5
SQ Attach (Ex), Improved Evasion (Ex), Racial Skill Bonus, Type - Animal
Feats Agile, Weapon Finesse
Skills Balance +21, Bluff +6, Climb +10, Concentration +9, Disable Device +9, Escape Artist +4, Hide +11, Jump -10, Listen +10, Move Silently +15, Search +9, Sense Motive +10, Spellcraft +9, Spot +10
Possessions combat gear plus Money
---------------------
Attach (Ex) If you hit with a bite, you can latch on to your opponent.
Climbing (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Racial Skill Bonus You gain a bonus to some skills (already counted).
Scent (Ex) Detect creatures within 15+ ft & follow tracks by sense of smell.
Type - Animal Unless otherwise noted animals have these features.
That point buy was supposed to be very epic, to counter the true reality of permanent death right? I don't remember having stats like this when last I remember playing 3.5.
I totally understand the wanting a prankster instead of a hardened criminal. I think I can work with that.
| EmissaryOfTheNorth |
Man... do you know how hard is to find 3.5 games nowadays? I will pull something nice out, as elven characters are easy to come by.
Looking at party composition I seem to find a lack of ranged support, so maybe an Archer (martial or divine, maybe a Corellon Larethian archer priest) would work.
But first, a question: would you allow Deadly Aim or a 3.5 style version (like -1 to hit, +1 to damage up to BAB? After having played 3.5 for 7 years I do know how hard is to get damage -and punch through DR- for archers.
Anyway that shouldn't be a main concern nor a critical part of the character so I can start before you answer!
| Reckless Apprentice |
Updated the HP as recommended, I was wondering I was adding spells to the spell book as per rules of needing to pay for each spell and the cost of paying a wizard to read his book. Is that how you handle building a spell list?
ERDWIN RYNWILL CR 6
Male Half-Elf Rogue 3 Wizard 3
CG Medium Humanoid
Init +3; Senses Low-Light Vision; Listen +7, Spot +12
Languages Celestial, Common, Draconic, Dwarven, Elven
---------------------
AC 19, touch 13, flat-footed 16
. . (+3 Dex, +5 armor)
hp 44 (3d6+3d4+18)
Fort +5, Ref +9, Will +6
---------------------
Speed 30ft.
Melee weapon Rapier +6 (1d6+1) and
. . Unarmed Strike +6 (1d3+1)
Ranged weapon Shortbow +6 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +4
Atk Options Sneak Attack +2d6
Combat Gear +1 Mithral Chain Shirt, Arrows, Rapier, Shortbow
Wizard Spells Prepared (CL 3, +4 melee touch, +6 ranged touch):
2 (DC 15, 2/day) - Mirror Image, Scorching Ray
1 (DC 14, 3/day) - Magic Missile, Reduce Person, Ray of Flame
0 (DC 13, 4/day) - Detect Magic, Mage Hand, Prestidigitation, Ray of Frost
---------------------
Abilities Str 12 Dex 17 Con 16 Int 16 Wis 14 Cha 12
SQ +2 to Reflex saves while familiar is within 1 mile., +2 to saves vs Enchantments, Combat Casting, Deliver Touch Spells Through Familiar (Su), Empathic Link (Su), Racial Skill Bonus, Share Spells, Subtype - Elf, Trap Sense +1 (Ex), Trapfinding, Type - Humanoid
Feats Armor Proficiency (Light), Combat Casting, Rogue Weapon Proficiencies, Scribe Scroll, Simple Weapon Proficiency - All, Toughness, Weapon Finesse, Wizard Weapon Proficiencies
Skills Balance +7, Bluff +10, Concentration +8, Decipher Script +9, Diplomacy +7, Disable Device +12, Escape Artist +9, Gather Information +3, Intimidate +3, Knowledge: Arcana +9, Listen +7, Move Silently +10, Search +8, Sense Motive +10, Spellcraft +9, Spot +12
Possessions combat gear plus Amulet of Natural Armor +1, Artisan's Outfit (Free), Backpack (22 @ 26.5 lbs), Bedroll, Chalk, 1 piece, Flint and steel, Money, Piton, Potion of Cure Light Wounds, Pouch, belt (1 @ 3.62 lbs), Rations, trail (per day), Spell component pouch, Spellbook, wizard's (blank), Sunrod, Waterskin
---------------------
+2 to Reflex saves while familiar is within 1 mile. This ability is active when your familiar is within one mile.
+2 to saves vs Enchantments +2 save bonus vs Enchantments.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link (Su) You have an empathic link with your Arcane Familiar.
Evasion (Ex) Take no damage on a successful Reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Racial Skill Bonus You gain a bonus to some skills (already counted).
Share Spells Spells cast on you can also affect your familiar, if it's within 5 feet.
Sneak Attack +2d6 Deal extra damage when your target is flat-footed or flanked by you.
Subtype - Elf Subtype for a set of humanoids who share a common origin and language.
Trap Sense +1 (Ex) You gain a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Trap sense bonuses gained from multiple classes stack.
Trapfinding You can find and disarm traps with a DC > 20.
Type - Humanoid Unless otherwise noted humanoids have these features.
| DM Greg |
@emissary.
I am away from book for the next two weeks.
But from memory there is only a FR prc that does à deadly aim style for archers.
Unfortunaly for you i try to play by the published rules (i have my own fault as à dm for not knowing all of them...) so if it isn't in the allowed list of book it is à no go.
Play what you want the party has been doing fine without any ranged. (They are using spell in place when needed
---+
@reckless:
Per the phb you Get two free spell each time you level. The other you have to play for.
-----
You have until june to finish the crunch.
Next week WE can do the rp intro
| Reckless Apprentice |
@reckless:
Per the phb you Get two free spell each time you level. The other you have to play for.
pay or play?
if pay I know you can buy spells in many worlds and with starting gold that's frequently what wizards would have bought over their adventuring.
if play I guess I can understand wanting to roleplay acquisition of all spells and I'll adjust my spell book accordingly.
| Reckless Apprentice |
I need to re-give my character stats again, I had it pointed out that my numbers for my stats may have been wrong... I doubled checked the calculator and they were WAY off.... (12 pts over)
sorry about any confusion that caused and yet another copy of the stats.
ERDWIN RYNWILL CR 6
Male Half-Elf Rogue 3 Wizard 3
CG Medium Humanoid
Init +3; Senses Low-Light Vision; Listen +7, Spot +11
Languages Celestial, Common, Draconic, Dwarven, Elven
---------------------
AC 19, touch 13, flat-footed 16
. . (+3 Dex, +5 armor)
hp 44 (3d6+3d4+18)
Fort +5, Ref +9, Will +5
---------------------
Speed 30ft.
Melee weapon Rapier +6 (1d6) and
. . Unarmed Strike +6 (1d3)
Ranged weapon Shortbow +6 (1d6)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +3
Atk Options Sneak Attack +2d6
Combat Gear +1 Mithral Chain Shirt, Arrows, Rapier, Shortbow
Wizard Spells Prepared (CL 3, +3 melee touch, +6 ranged touch):
2 (DC 14, 2/day) - Mirror Image, Scorching Ray
1 (DC 13, 3/day) - Magic Missile, Reduce Person, Ray of Flame
0 (DC 12, 4/day) - Detect Magic, Mage Hand, Prestidigitation, Ray of Frost
---------------------
Abilities Str 10 Dex 16 Con 16 Int 14 Wis 12 Cha 10
SQ +2 to Reflex saves while familiar is within 1 mile., +2 to saves vs Enchantments, Combat Casting, Deliver Touch Spells Through Familiar (Su), Empathic Link (Su), Racial Skill Bonus, Share Spells, Subtype - Elf, Trap Sense +1 (Ex), Trapfinding, Type - Humanoid
Feats Armor Proficiency (Light), Combat Casting, Rogue Weapon Proficiencies, Scribe Scroll, Simple Weapon Proficiency - All, Toughness, Weapon Finesse, Wizard Weapon Proficiencies
Skills Balance +9, Concentration +6, Decipher Script +9, Diplomacy +4, Disable Device +9, Escape Artist +10, Gather Information +2, Knowledge: Arcana +9, Listen +7, Move Silently +10, Search +7, Sense Motive +9, Spellcraft +6, Spot +11
Possessions combat gear plus Amulet of Natural Armor +1, Artisan's Outfit (Free), Backpack (22 @ 26.5 lbs), Bedroll, Chalk, 1 piece, Flint and steel, Money, Piton, Potion of Cure Light Wounds, Pouch, belt (1 @ 3.62 lbs), Rations, trail (per day), Spell component pouch, Spellbook, wizard's (blank), Sunrod, Waterskin
---------------------
+2 to Reflex saves while familiar is within 1 mile. This ability is active when your familiar is within one mile.
+2 to saves vs Enchantments +2 save bonus vs Enchantments.
Combat Casting +4 to Concentration checks to cast while on the defensive.
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Empathic Link (Su) You have an empathic link with your Arcane Familiar.
Evasion (Ex) Take no damage on a successful Reflex save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Racial Skill Bonus You gain a bonus to some skills (already counted).
Share Spells Spells cast on you can also affect your familiar, if it's within 5 feet.
Sneak Attack +2d6 Deal extra damage when your target is flat-footed or flanked by you.
Subtype - Elf Subtype for a set of humanoids who share a common origin and language.
Trap Sense +1 (Ex) You gain a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. Trap sense bonuses gained from multiple classes stack.
Trapfinding You can find and disarm traps with a DC > 20.
Type - Humanoid Unless otherwise noted humanoids have these features.
--------------------
DUDEN CR 1/4
Male Animal, Weasel (Animal, Weasel +1)
TN Tiny Humanoid
Init +2; Senses Low-Light Vision, Scent (Ex); Listen +6, Spot +10
Languages
---------------------
AC 16, touch 14, flat-footed 14
. . (+2 size, +2 Dex)
hp 22 (1d8)
Fort +2, Ref +6, Will +5
---------------------
Speed 20ft.Climbing (20 feet)
Melee weapon Bite (Animal, Weasel) +7 (1d3-4) and
. . Unarmed Strike +7 (1-4)
Space 2.5 ft.; Reach 0 ft.
Base Atk +5; Grp -9
Combat Gear (none)
---------------------
Abilities Str 3 Dex 15 Con 10 Int 10 Wis 12 Cha 5
SQ Attach (Ex), Improved Evasion (Ex), Racial Skill Bonus, Type - Animal
Feats Agile, Weapon Finesse
Skills Balance +18, Climb +10, Concentration +3, Decipher Script +7, Disable Device +7, Escape Artist +11, Hide +11, Jump -10, Listen +6, Move Silently +13, Search +4, Sense Motive +9, Spellcraft +2, Spot +10
Possessions combat gear plus Money
---------------------
Attach (Ex) If you hit with a bite, you can latch on to your opponent.
Climbing (20 feet) You have a Climb speed.
Improved Evasion (Ex) No damage on successful reflex save; half on failed save.
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Racial Skill Bonus You gain a bonus to some skills (already counted).
Scent (Ex) Detect creatures within 15+ ft & follow tracks by sense of smell.
Type - Animal Unless otherwise noted animals have these features.
| DM Greg |
@reckless.
It was "pay" of course.
No worries at all about the crunch (may i suggest some UMD instead of deceipher script. WE have lots of time to go trough it.
(I am on vacation until june 12 and so the game is paused for the next scène. Therefore it Will give us time to do some rôle play during next week)
I'll to it your background in the next few days
| Reckless Apprentice |
@reckless.
It was "pay" of course.
No worries at all about the crunch (may i suggest some UMD instead of deceipher script. WE have lots of time to go trough it.
(I am on vacation until june 12 and so the game is paused for the next scène. Therefore it Will give us time to do some rôle play during next week)I'll to it your background in the next few days
Well I need the decipher script to get into the arcane trickster Prestige Class (I think) at 7th (which is the only reason I took it) and since I have wizard levels I should have access to all the wizard/sorcerer spells, but I'll consider the UMD for the divine stuff.
| Redshirt#3302 |
Saw this and figured I'd put something in. He's a bit of a scout and nature dude. However, he's deadly when he's around goblins.
Male Wood Elf Scout 4 Ranger 2
N Medium Humanoid
Init +5; Senses Low-Light Vision; Listen +12, Spot +12
Languages Common, Goblim, Sylvan, Elven
---------------------
AC 20, touch 14, flat-footed 16
(+4 Dex, +5 Armor, +1 Shield)
hp 30 (6d8)
Fort +5, Ref +11, Will +2
---------------------
Speed 40ft.
Melee weapon Masterwork Handaxe +9 (1d6+3) and
Unarmed Strike +8 (1d3+3)
Ranged weapon +1 Composite (3) Shortbow +10 (1d6+4)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +3
Atk Options Skirmish +2d6/+1 AC
Combat Gear +1 Mithral Chain Shirt, 200 Arrows, Masterwork Handaxe, +1 Composite (3) Shortbow, Buckler
---------------------
Abilities Str 16 Dex 19 Con 10 Int 14 Wis 12 Cha 6
SQ +2 to saves vs Enchantments, Racial Skill Bonus, Subtype - Elf, Trapfinding, Type - Humanoid, Battle Fortitude +1, Uncanny Dodge, Fast Movement +10, Trackless Step, Spiritual Connections (Exchanging Wild Empathy[CC 50], Favored Enemies +4(Humanoid/Gobliniods)/+2(Undead), Skirmish +2d6/+1 AC, Improved Skirmish
Feats Point Blank Shot, Expeditious Dodge, Swift Hunter, Track, Improved Skirmish, Precise Shot
Skills Climb +11, Disable Device +8, Escape Artist +9, Hide +13, Knowledge(Nature) +11, Knowledge(Dungeonering)+7, Listen +12, Move Silently +13, Open Lock +7, Search +13, Spot +12, Survival +10, Tumble +11
Possessions Combat Gear plus Waterskin, Silk Rope(50), Masterwork Thieves Tools(Bonuses added already), Backpack, Traveler's Outfit(Free), 2 Trail Rations, 2 Potions of Light Wounds (1d8+10, 52 Gold
---------------------
+2 to saves vs Enchantments
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Racial Skill Bonus You gain a bonus to some skills (already counted).
Subtype - Elf Subtype for a set of humanoids who share a common origin and language.
Trapfinding You can find and disarm traps with a DC over 20.
Type - Humanoid Unless otherwise noted humanoids have these features.
Skirmish-As long as the character moves 10 feet, it gets an additional 2d6 to damage and a +1 competence bonus to AC. The damage is only applicable if the target is 30ft or less away.
Improved Skirmish-Moving at least 20ft per round grants an additional +2d6/+2 to the Skirmish ability.
Point Blank Shot-If within 30ft of a target, ranged attacks add +1 to attack and damage rolls.
Expeditious Dodge-When moving 40ft, add +2 Dodge bonus to AC until the beginning of your next turn. (RoW 150)
Swift Hunter- Your ranger and scout levels stack for the purpose of determining the extra damage and bonus to Armor Class granted when skirmishing. Your ranger and scout levels also stack for the purpose of determining when you select additional favored enemies, as well as the total bonus granted against your favored enemies. In addition, your skirmish extra damage applies against any creature you have selected as a favored enemy, even if it is normally immune to extra damage from critical hits or skirmish attacks
Precise Shot-There is no -4 penalty for firing ranged weapons into melee.
Track-Able to track various things. (PHB 102)
Spiritual Connections-You can use speak with animals and speak with plants, as the spells (caster level equals your ranger level). You can use any combination of these effects up to three times per day. (CC 50)
Battle Fortitude +1-Adds a +1 competence bonus to Fort and Init
Uncanny Dodge-Retain Dex to AC if flatfooted or struck by someone invisible. Only can be overcome by a rogue of 8th level or more.
Trackless Step-Leaves no trail and can't be tracked. Only leaves a trail if the character chooses.
Fast Movement-Add +10 to speed
Favored Enemy-Adds +4 damage and Bluff, Listen, Sense Motive, Spot and Survival rolls when dealing with Humanoid(Gobliniods). +2 to the same for Undead.
Combat Stlye (Ranged)- Treated as if having Rapid Shot.
| DM Greg |
@red and reckless
You have been summoned by the skyspeaker to attend à meeting (in the gameplay thread )
_--------
@red.
Quick baground tie in.
The greyhawk wars letf you tribe decimated. In the last year of the war you ended up in a keolandish mercenary company. There you made fast friend with à 1/2 Elf (reckless 's character) and when he decided to make a short visit home you went along
| Casedru Screamingtrees |
Sorry for the delays, Had a really long annoying day yesterday (So the fiances new car took a rock from a semi literally ten minutes off the lot. Ive never had to jump through so many hoops before in my life *lawls*)
I dont have a backstory prepared not sure where I would pop in but thats easy enough, let me know what you think
| DM Greg |
No worries. Let me sleep on it a few days (actually i have also a lot of IRL thing to do) and i'll write you something for your background.
Dot the Game thread so that you can follow it and your cue to jump in
(you will be introduced by an npc)
BTW by my calculations that was 34 points you spent for your stats unless i am missing something
| DM Greg |
Hello to all.
I am once again in the market for replacing a player.
Currently (post rate 1-2 min per day):
Rule Set: ADD 3.5
Books allowed: Phb, Phb2, DMG, All complete, All Race of, DragonMagic, Spellcompendium, All Environmental, No psionics, No Race of Ebberon+Faerun, No Reserve Feat from complete Magic / complete Champion (DM's has to approve)
32 point Buy,
Alignment: All except, CE, NE
Level: 7th, 5000 gp
Race Allowed: Human, Elves, Dwarves, 1/2 orc
Hp / level: 1/2HD +1hp (round down)
looking for up to two players
DM Note: Enemy are intelligent,organized and ruthless, if you fall they WILL try to finish you off. NO NPC has resurrection spell available in Elsir Vale. If you die you might be able to play a NPC(as is) if unlocked in the story.
Lots of historical info under the campaign tab
Current party:
Human Cleric of Hextor
Elf Rogue Wizard
Elf Scout Ranger
They really need a sturdy Front liner to replace the dwarven fighter they "lost"
| DM Greg |
@RHMG Animator:
yes the racial sub level from Race of the Dragon are allowed.
The restriction to those core race i mentioned are because your character is going to be from Elsir Vale (at this point of the story) and so only those race are present..
A case can be made for a hafling , Gnome who are somewhat present in the region.
This adventure is about an army of hobgoblin and other greenskins coming down to invade the Vale.
Bear warrior is fine. Frost rager while not very setting fitting can be made to work
Frenzied Berserker is a ban classe (forgot to mention)
| RHMG Animator |
@RHMG Animator:
yes the racial sub level from Race of the Dragon are allowed.
The restriction to those core race i mentioned are because your character is going to be from Elsir Vale (at this point of the story) and so only those race are present..
A case can be made for a hafling , Gnome who are somewhat present in the region.
This adventure is about an army of hobgoblin and other greenskins coming down to invade the Vale.
Bear warrior is fine. Frost rager while not very setting fitting can be made to work
Frenzied Berserker is a ban classe (forgot to mention)
Thought Frenzied Berserker was likely to be banned, but still wanted to have it checked.
Now when I said Racial levels I meant racial levels, not racial sub levels, I am referencing RotD, pages 70-71.
Guessing it is also back to a feat every 3rd level and not every 2nd level?
Also asking about Able learner, and Superior Unarmed Strike
As I'm thinking of a brawling barbarian.
| EmissaryOfTheNorth |
Quick question: are all kinds of Elves allowed or only PHB ones?
I'll say I am interested, as there arwn't many chances to play 3.5 around!
EDIT: First, ignore my question regarding elves as I found you already answered it. Second, I also found that I already showed interest almost a year ago but in the end couldn't finish the submission... I hope this time it's different.
In any case, I'm conaidering different options and I need some answers. Are Paladins of Tyranny allowed? Having a Cleric of Hextor means a Paladin of Heironeus is outright out, with a Pelor's one almost the same.
And would you be okay with the Suel Arcanamach from Complete Arcane?
| DM Greg |
@RHMG Animator:
Btw i remember you Azure Zero from DM DaJelly's game a long time ago
The Draconic racial class is on the table as well as Able learner
Superior Unarmed Strike is from To9S, but i will allow it for a non monk
yup 1 feat every 3rd level
-------
@ EmissaryOfTheNorth :
I do remember you from that last time, As you can see my game is still running (soon 4 years now)
The Cleric of Hextor is L-N (since Evil alignment are not allowed)
Paladin of Tyranny is from UA (so not allowed) and must be L-E (Really not allowed)
you could play a paladin of Heironeous or pelor since that cleric is not Evil...it would make for some interesting RP.
In elsir vale there is a rather big network of Pelor churches with a Cathedral headed by a proéminent Cleric of Pelor (FYI)
Suel Arcanamach is from the approved sources so if it please you go ahead...
| RHMG Animator |
Got a basic Brawling Barbarian character with multiple variants in my head...
Is Extra Rage(CW), Extend Rage(CW), Cold Endurance(Fb:pg 47), and or Improved Cold Endurance(Fb:pg 48) available?
Cold Endurance is more for supporting character background.
Oh and is Blue Ice (Fb:pg 80) also available?
I'm also guessing Racial Paragon Classes (pg39-44) and the Level Adjustment Reduction System (pg 18) from Unearthed Arcana are out.
| DM Greg |
Yes you do have only 5k gp to spend and i know about the WBL
My reason is the following: you get the same starting cash as the party and when you join they will be able to add with the party loot...
i did not want to have to figure out each character net value when do join and leave the game and create a déséquilibrium.
Each character that leave drop the loot their acquired during the adventure and leave with their starting 5k worth of gear
The Module rewards with a lot more loot then the WBL so the party is in no way undergeard...
(they might not have their perfect fitting items, but that isn't the problem)
| RHMG Animator |
Yes you do have only 5k gp to spend and I know about the WBL
My reason is the following: you get the same starting cash as the party and when you join they will be able to add with the party loot...
I did not want to have to figure out each character net value when do join and leave the game and create a déséquilibrium.
Each character that leave drop the loot their acquired during the adventure and leave with their starting 5k worth of gearThe Module rewards with a lot more loot then the WBL so the party is in no way undergeard...
(they might not have their perfect fitting items, but that isn't the problem)
Ah gotcha, I thought the 5k start might of been an error or a typo, hence I asked to confirm.