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#1 |
Apophis
![]() Join Date: July 29, 2003
Location: The Underdark cavern of Zagreb
Age: 38
Posts: 4,679
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So I finally decided to start up my own RP thread. I've layed out a nice little storyline for a 3rd edition D&D game with some additions like the class and campaign books.
1. What the heck is this? It's a mid-high level RPG which I made with versatility in mind, so that something for every player and class can be found in good measure. By mid-high I mean that you should make an Effective Character Level 11 character for play. A human with ECL 11 is level 11, while a Fire Genasi with ECL 11 is level 10, a Drow is level 9 and the like. 2. More on the player characters. I will allow any player race from either Player's Handbook or Forgotten Realms Campaign setting. Also, all the classes and prestige classes from the following: Player's Handbook, Dungeon Master's Guide, Forgotten Realms Campaign Setting, Defenders of Faith, Masters of the Wild, Sword and Fist, Song and Silence and Tome and Blood. If you don't have some/any of them, and you'd like to play, just PM me and I'll help you create your character. Your starting character would have an Effective Character Level of 11, have 84 ability score points, plus any ability score points for leveling(2), plus ability score bonuses for race, plus bonuses for some prestige classes. Your starting experience is 55555 and 55555 gold to buy equipment and the like. You can also have a bonus 20k gold magic item, just don't go wild on it. You can spend money to make the bonus item better. I will be using a really messed-up xp rewards table so you get levels much faster. Spellcasters with spellbooks(wizards and specialists) will have a maximum number of starting spells in spellbook. A level 10 spellcaster would have 10 cantrips, 9 1st level spells, 8 second level, 7 third, 6 fourth, 5 fifth and 3 sixth spells. For every level under 10 you deduce 1 for every spell level, and your maximum known is the next spell level you would attain. Specialists gain one free spell known per level of their specialised magic school. For example, a level 6 wizard would have 6 cantrips, 5 1st level, 4 2nd level, 3 3rd level and 2 4th level spells in his spellbook, and if he were an Enchanter he would have one bonus Enchantment spell for each spell level. Your spells/day lists are unchanged, and are calculated as per your class and ability score tables. 3. The game environment. This game will start out somewhere between Amn and the Western Heartlands. There will be some side-quests and opportunities to further your own agenda. You saw the captain of the guard walking around with a crafty little magical dagger? Be smart enough and he may let you have it, wether he knows it or not. I have developed most of the lands and NPCs that would or could be appearing, and the rest I can probably improvise for your enjoyment, so feel free to try doing what you want. This game starts with developed characters for a reason. Every once in a while I'll hook you up with a challenge, wether it is in the form of a battle, quest or other choice and skill opportunity. You can die. Sure, resurrection and raising from the dead are possibilities, but being in the 'penalty box' is no joy. You'll get penalties when you die, and these I'd rather not tell you at the moment. And don't worry about this being too hard, or frustrating or stupid, it's in my best interest to keep you entertained and coming back for more, so I'll try and make it as fun as I can without removing the challenge. 4. Something concrete about the plot. The adventure started a week and a half ago in a town in the Western Heartlands called Dor Ravine. You either answered a call for mercenaries, or have been contacted by a secretive group eager to use your unique skills, or maybe you even stumbled upon the adventure by accident. Whatever the case, the only information you have is that there is a town just next to the border with Amn that stopped sending supplies, messages or anything more than a week ago. This is the third settlement that contact is lost with in thelast month. A scouting party has been sent out, but they never came back. You are now a part of a troupe, numbering almost 60 men, heading for the next town that is suspected to be targeted by who or whatever is that's responsible for this. The party has known eachother for a week now, and in your character biography post anything that you've shared with the other members, as well as your own cahracter history. 5. Character Sheet Name: Class: Race: Alignment(both axis): Experience: Level: ECL: Diety: Age: Gender: Speed: Abilities Strength: Dexterity: Constitution: Intelligence: Wisdom: Charisma: Languages: Armor Class: Hit Points(max/level): Initiative: Base Attack Bonus Melee: Ranged: Equipped Weapon: Damage Equipped Weapon: Critical Chance: Critical Damage: Saving Throws Fortitude: Reflex: Will: Skills(first 3 levels have a level 1 maximum of 4/level): Feats: Special Abilities: Resistances: Spells Known: Spells Memorised: Gear: Weight: 6. Miscellaneous: Sometimes in the plot I'll PM you some knowledge available only to your character. If you need help with developing a character, ask me and I'll help you through either PMs or through MSN if available. I know that developing a high-level character can be a pain so if you need any help just say. The adventure starts on 03-12-2004!!! Any questions? Post them in this thread. [ 11-27-2004, 04:08 PM: Message edited by: Bozos of Bones ]
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#2 |
Jack Burton
![]() Join Date: July 19, 2003
Location: an expat living in France
Age: 40
Posts: 5,577
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Jemali Staciakerym
Female Drow Cleric/Mage Neutral Good Experience: 63 555 Age: 27 Speed: 30 ft Languages: drow, elven, undercommon, draconic, dwarf, common, drow sign language Height: 179 cm Weight: 58 kg Resistances: 11 + char level Stats: STR: 10 DEX: 12 (with +2 racial) CON: 12 (with -2 racial) WIS: 18 INT: 22 (with +2 racial) CHA: 16 (with +2 racial) Attack bonus: +4 Damage: 1d6 (possibility of extra 1d6) Levels: Cleric 1 (chosen god: Mystra) Mage 8 ECL 11 HP: 49 (9 from cleric, 40 from wizard) AC: 14 (10 + 1 for dex + 3 from ring) Saves: Fortitude +4 Reflex +2 +2(from boots) Will +8 Items: Ring of Invisibility (20 000 gp) can be used to become invisible for 10 rounds, or until the caster attacks Ring of Protection +3 (18 000 gp) +3 AC Flaming Staff (2 000 gp) can be activated to flame, dealing 1d6 extra damage, but does not damage the hand holding it Robe of spell resistance (19) (25 000 gp) gives 19 spell resistance, no bonus to AC Light Horse (100 gp) d'uh, I don't think I should explain this one.... Equipment for horse, food for tendays, miscellaneous adventuring equipment (750 gp) Gloves of Fortification (light=25% chance to take normal damage on critical hits) (1 000 gp) no bonus to AC Amulet of Warmth with a symbol of her family (2 100 gp) keeps her warm at all times and gives 5 resistance against cold Boots of Reflexes +2 (4000 gp) +2 to reflex saving throws Miscellaneous spell ingredients, including a skull. A score of masterwork darts. A wolfskin cloak. 2 Burning Oil 1 Everburn 1 986 gold. Skills: Concentration: 12 Spellcraft: 12 Diplomacy: 12 Knowledge: 12 Bluff: 5 (cross-class skill) Disguise: 5 (cross-class skill) Sense Motive: 3 (cross-class skill) Ride: 1 (cross-class skill) Feats: Turn Undead (automatically at cleric level 1) Spell Penetration (wizard level 2) Spell Focus (illusion) (wizard level 5) Spell Focus (necromancy) (wizard level 5) Spell Mastery (wizard level 8, so 5 spells: Haste, Fireball, Flame Arrow, Stoneskin, Fireshield) Cleric spells: 0th level: Memorised (3): 3 Cure Minor Wounds 1st level: Memorised (1+1 domain spell) Cure Light Wounds Detect Secret Doors (knowledge domain) Mage Spells 0th level: Known (8): Disrupt Undead Light Resistance Ray of Frost Detect Magic Read Magic Daze Detect Poison Memorised (4): 2 Detect Magic Light Disrupt Undead 1st level: Known (7): Mage Armor Identify Sleep Magic Missile Color Spray Ray of Enfeeblement Burning Hands Memorised (6): 4 Magic Missile Mage Armor Color Spray 2nd level: Known (6): Melf's Acid Arrow Web Flaming Sphere Mirror Image Knock Invisibility Memorised (4): Mirror Image 2 Melf's Acid Arrow Invisibility 3rd level: Known (5): Dispel Magic Flame Arrow Fireball Haste Hold Person Memorised (4): Dispel Magic 2 Flame Arrow Haste 4th level: Known (4): Stoneskin Ice Storm Fire Shield Minor Globe of Invulnerability Memorised (3): Stoneskin Ice Storm Fire Shield 5th level: Known (2): Cloudkill Summon Monster V Description: she is an albino. Totally white skin and red eyes. She was considered a castout in the Underdark, among her drow brethren because of her skin colour, and at the age of 14 she left her city and fled to the surface, taking only her amulet with herself. She was taken in by clerics at a temple to Mystra where she stayed for several years before going off to a mage school where she learnt her current tools of the trade. She is still regarded as strange because of her hair colour but she has become used to it. And thanks to her skin colour she is able to pass as an elf in most of the realms. So basically it is a curse and a blessing at the same time. She can never journey back to her kindred, yet isn't regarded with the same prejudices as them. She heard of a call for adventurers in the Western Heartlands and journeyed there. Among her travel companions she had spoken to no one. Her nature was being alone. Inside she was shy because of her appearance although she tried not showing this. I hope I didn't miss anything... [ 01-29-2005, 05:28 PM: Message edited by: dplax ]
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#3 |
Apophis
![]() Join Date: July 29, 2003
Location: The Underdark cavern of Zagreb
Age: 38
Posts: 4,679
|
The only thing missing is the characteristics of your gear, and the Attack Bonus and Damages. All in all, she looks like a great character!
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#4 |
Jack Burton
![]() Join Date: July 19, 2003
Location: an expat living in France
Age: 40
Posts: 5,577
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Edited. Hope everything is OK now.
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#5 |
Jack Burton
![]() Join Date: August 24, 2002
Location: Aussie now in the US of A!
Age: 38
Posts: 5,403
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I will definantly join in, but I should warn you, I have never played in an online RPG this in-depth, so you will have to guide me along...
Im making a charachter now....... |
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#6 |
Legion Symbol
![]() Join Date: May 29, 2002
Location: Somewhere in between
Age: 40
Posts: 7,029
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I may join; it depends. I don't have 3ed anymore, to my knowledge - I have 3.5, so I'd use that, if you wouldn't mind?
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#7 |
Apophis
![]() Join Date: July 29, 2003
Location: The Underdark cavern of Zagreb
Age: 38
Posts: 4,679
|
3.5 is the same as 3rd, but 3.5 means that certain bonus books are used in the adventure. This is one such game, but I made it 3rd ed in the name so as not to confuse the masses. The only difference between 3rd and 3.5th is that in 3.5 rangers have d10, while in 3 they have d8. So sure, join in on the fun! [img]smile.gif[/img]
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#8 |
Apophis
![]() Join Date: July 29, 2003
Location: The Underdark cavern of Zagreb
Age: 38
Posts: 4,679
|
The DM's avatar is finally ready. THis is the character who will lead you through some points in the adventure:
Name: Alyssa Renerta Class: Rogue/Divine Seeker Race: Human Alignment(both axis): Chaotic Good Experience: 55555 Level: Rog 6/Skr 5 ECL: 11 Diety: Lathander Age: 32 Gender: Female Speed: 30ft Abilities Strength: 12 Dexterity: 20 Constitution: 12 Intelligence: 18 Wisdom: 14 Charisma: 12 Languages: Common, Elven, Celestial, Draconic, Infernal Armor Class: 23(15natural+6armor+1dodge+1dodge) Hit Points(max/level): 77 Initiative: +5 Base Attack Bonus Melee: +8/+3(16/11) Ranged: +13/+8 Equipped Weapon: +16/+11 Damage Equipped Weapon: 1d6+2+1 Critical Chance: 15-20 Critical Damage: x2 Saving Throws Fortitude: 4 Reflex: 14 Will: 5 (+2 bonus against all divine spells and supernatural abilities from outsiders) Skills(first 3 levels have a level 1 maximum of 4/level): Appraise: 6(10) Balance: 12(19) Bluff: ![]() Climb: ![]() Craft: 5(9) Decipher Script: 5(9) Diplomacy: 9(10) Disable Device: 6(10)(14 against glyphs, runes and symbols) Escape Artist: 10(15) Forgery: 5(9) Gather Information: 9(10) Hide: 12(17) Intuit Direction: 3(5) Jump: 9(12) Listen: 5(7) Move Silently: 12(17) Open Lock: 12(17) Perform: 4(5) Pick Pocket: 10(15) Search: 6(10)(14 against glyphs, runes and symbols) Spot: 5(6)(10 against glyphs, runes and symbols) Swim: 3(4) Tumble: 12(19) Use Magic Device: 4(5) Use Rope: 10(15) Knowledge: Religion: 5(7) Feats: Combat Reflexes Improved Critical: Short Blade Weapon Finesse: Short Blade Weapon Focus: Short Blade Weapon Focus: Shortbow Special Abilities: Sneak Attack 5d6 Uncanny Dodge Evasion Uncanny Dodge II Sanctuary 1/day Thwart Glyph Sacred Defense Divine Preseverance Locate Object 1/day Obscure Object 1/day Locate Creature 1/day Resistances: Spells Known: Spells Memorised: Gear: Vindicator Short Sword Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +4 Keen Defending(+1 dodge to AC if off-hand is free) This flat, silver-finished blade was given to Alyssa as recognition of her service to Lathander. It bears Lathander's holy symbols, a set of enchantments and is of excellent craftsmanship. 4 lb 26 000 gp Vantage Composite Shortbow Damage: +2 Attack Bonus: +3 Enchantment: +3 Gives Low-light vision while equipped The Vantage is a unique version of the standard Lathander's Watchman's Bow. 2 lb 18 000 gp Arrows +2 (40) Damage: 1d6 +2 Attack Bonus: +2 Enchantment: +2 2 lb 16 000 gp Hunter's Holdfast Arrows (20) Damage: 1d6 -2 Attack Bonus: +4 Enchantment: +2 Target makes Reflex save or falls under the effects of Entangle Alyssa prefers using these on targets that need not die. 1 lb 5000 gp Incadesent Ioun Stone Amulet +2 Wisdom 1 lb 4000 gp Mithral Shirt Light Armor Armor: +6 Max Dex: +6 No penalty 10 lbs 4000 gp Masterwork Thieves Tools 1 lb 300 gp Masterwork Lute 2 lb 200gp Light Warhorse 150 gp Military Saddle, Saddlebags, Horse Covers Horse AC: +1 200 gp Bedroll, sparks, blanket, food for horse and the usual 50 gp Weight: 25 lbs Biography: Alyssa is a Divine Seeker of Lathander, a role she gladly plays for her diety. If the church of lathander ever need a person apprihended, an item returned, or have a specific mission that benefits from stealth, Alyssa is among the first choices. She is a light-hearted spirit that is often found in the local inns having fun, playing the lute or making jokes. When the situation, or Lathander, call for, Alyssa is among the ablest fighters using her stealth, reaction and surprise to her advantage in combat. She is the leader of this group venturing to inspect the next likely town, and will remain the leader untill the clerics and battle-leaders arrive from Baldur's Gate. She may not be the best in leadership and morale, but she has a keen mind for military tactics. [ 11-30-2004, 06:39 PM: Message edited by: Bozos of Bones ]
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#9 |
Apophis
![]() Join Date: July 29, 2003
Location: The Underdark cavern of Zagreb
Age: 38
Posts: 4,679
|
Sorry for not starting yet, guy(s). I'm waiting for a few more chars I'm counting on... and there's this matter of some import that directly holds this game at a halt for the time being. Expect some updates...
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#10 |
Knight of the Rose
![]() Join Date: April 8, 2003
Location: Arkansas
Age: 49
Posts: 4,442
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I promise, by the end of the day, my character will be up [img]smile.gif[/img] just gotta get some things done first....
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