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 New 3.5 D&D campaign (GMT-friendly) 
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Joined: Wed Sep 01, 2010 3:55 am
Posts: 6
Post Re: New 3.5 D&D campaign recruiting (GMT-friendly)
Ya i know how to make a char and all that. also looking at all the classes we got so far i think that ill go for a warlock or ranger because it looks like we got alot of melee classes so far


Last edited by RaynMidori on Thu Sep 02, 2010 5:27 pm, edited 1 time in total.



Wed Sep 01, 2010 1:02 pm
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Joined: Wed Jun 09, 2010 4:47 pm
Posts: 83
Post Re: New 3.5 D&D campaign recruiting (GMT-friendly)
Just so im clear when you said that we would be using 32 point buy as its shown in the Dungeon Masters Guide you meant that all of our stats start at 8 and we spend one point for a one point increase on a stat and after a stat reaches 14 the cost to raise that stat increases, right?


Wed Sep 01, 2010 8:49 pm
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Joined: Thu Dec 17, 2009 4:35 am
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Location: Glendale, AZ, USA
Post Re: New 3.5 D&D campaign recruiting (GMT-friendly)
Yeah, that's right. That's the point-buy method in the Dungeon Master's Guide. 32 points is the listing for a 'high-powered campaign', whereas the standard point-buy is 25 points (which totally screws over monks, paladins, bards, etc., and shoehorns everyone else into doing just one thing well, so I never use 25pb). Each stat starts at 8, then you spend points on a 1-for-1 basis up to a score of 14, then it costs 2 points more for a 15, 2 more for a 16, 3 more for a 17, and 3 more for an 18. Then you apply racial adjustments, template adjustments if any, and anything else that applies. Further ability score increases after character-creation are 1-for-1, so the increased cost for high scores only applies at 1st-level.

I'm making a few changes to my class houserules now, I'll list the changes here after editing the previous post on 'em.

Alright, these are the only changes I made to the class houserules on Page 2.

Bards: The bonus from Bardic Prowess improves to +2 at 10th-level onward in that class.

Monks: Removed the changes I had presented earlier (so no HD/SP improvements). Monks will get another bonus feat at 1st-level in this campaign, their choice of either Weapon Finesse or Weapon Focus, regardless of prerequisites. If choosing Weapon Focus, that copy of the feat applies to unarmed strikes and all special monk weapons (those that are useable with a Flurry of Blows), instead of the Monk choosing a single weapon for it. Furthermore, Monks get a +1 competence bonus on attack rolls with unarmed strikes and special monk weapons at 5th-level onward, which improves by +1 at 9th-level, 13th-level, and 17th-level, but no higher. As normal, this does not stack with other competence bonuses to the same rolls. The competence bonus comes from an extraordinary ability called Martial Artist. Furthermore, the level-based bonus to AC from the Monk's AC Bonus class feature is doubled in this campaign (not the Wisdom bonus to AC).

I'll consider whether or not to remove or weaken one of those monk benefits, but I think it's close enough to balanced now.

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Wed Sep 01, 2010 10:45 pm
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Location: Glendale, AZ, USA
Post Re: New 3.5 D&D campaign recruiting (GMT-friendly)
Okay, class houserules were updated earlier today. If I need to HR a few tweaks to any other classes besides those in the other post, I'll present them here. Starting now with the Ninja.

Ninja (from Complete Adventurer or Dragon Magazine) add their Constitution bonus or Charisma bonus, whichever is higher, to their maximum number of Ki Power uses per day, alongside their Wisdom bonus. In addition, they receive a +2 bonus on Fortitude saves as long as they have one or more unexpended Ki Power uses, alongside the +2 to Will saves. The Ninja's Ki Dodge and Greater Ki Dodge class features function for 2 rounds instead of 1 round, but cease functioning if the Ninja uses Ghost Step or Ghost Form. Ninja in this campaign will also get 8 skill points per level instead of 6, and gain the added supernatural ability of Ki Impact at 1st-level. Ki Impact allows them to expend one of their Ki Power uses for the day as a swift aciton, to give their weapons, natural weapons, and unarmed strikes a +1 enhancement bonus to attack rolls and damage for 1 round (enhancement bonuses do not stack). Affected attacks are treated as though made with magic weapons for the purpose of overcoming damage reduction. The weapons do not retain this enhancement if anyone else handles them.

As far as other tweaks or clarifications go, here are a few others:

Intimidate checks to demoralize an opponent will demoralize them for 1 additional round per 2 points by which you exceed their modified level check.

The Whirlwind Attack feat cannot be used to trip, disarm, grapple, sunder, overrun, or bull rush, nor to attack objects (not even if the attack form would normally allow it, such as a wolf's bite attack).

The Toughness feat grants 5 hit points instead of 3.

The Endurance feat also applies its bonus towards all saves made against fatigue, exhaustion, and sleep.

The Eschew Materials feat also applies to focus components of 1 gp or less, unless such items are directly affected by the spell (such as the weapon enhanced by a Magic Weapon spell).

The Two-Weapon Defense feat grants a +2 shield bonus when used instead of +1, or a +4 shield bonus instead of +2 when used while fighting defensively or taking total defense.

I'll post a few spell, power, or magic item houserules later, though I don't plan to make many such houserules.

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Thu Sep 02, 2010 8:55 am
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Joined: Sun Jun 06, 2010 10:31 pm
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Post Re: New 3.5 D&D campaign recruiting (GMT-friendly)
Arkhandus, just to check on monks - so they either get WF with unarmed and all monk weapons (except, I guess, any exotics they can spend an EWP on like the lajatang, butterfly sword etc - or does it work for these as well?) or weapon finesse, and the rest - bonuses to attack and extra monk AC bonus - they get regardless of what they've chosen at level 1?


Thu Sep 02, 2010 8:57 am
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Joined: Thu Sep 02, 2010 1:51 pm
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Post Re: New 3.5 D&D campaign recruiting (GMT-friendly)
Hiyas!

Is this game still recruiting and stuff???
Im pretty noobish to dnd, but would like to get into a game in the gmt timezone if youll let me :D
If there are still spots available, ill get a sheet together soonissh, im thinking of going with a psionic monk or ranger if thats ok

Thanks :D

EDIT - Can i use the varient rules for ranger??? (no combat style, wild shape, fast movement)


Thu Sep 02, 2010 2:03 pm
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Joined: Mon Aug 30, 2010 1:30 am
Posts: 6
Post Re: New 3.5 D&D campaign recruiting (GMT-friendly)
Hey Ark,

I have mostly figured out my character concept. Here's what I have so far:

Joram Sarassian - Aasimar planetouched sorcerer 1 NG
STR 10 DEX 10 CON 14 INT 10 WIS 12 CHA 20

Joram is the only son of a wood merchant family in Marner, the capital of Ratik. He would be a Neutral Good worshipper of Rudd, the goddess of Luck and Gambling. His reason for adventuring would be trying to learn more about his magical gift and tracking down a family ancestor that supposedly had a touch of otherwordly - this is because aasimar have a celestial being somewhere in the family tree so I figured Joram would be keen to find out more about that person and where they came from. As a minor quirk, I would have him pretend to be a regular wizard instead of a sorcerer, down to studying his spellbook every day and so on. I figure sorcerers are kind of looked down by wizards because their talents are so unpredictable and don't lean themselves to analytical study, so they'd be kind of like outcasts in the arcane magic community.

I am also interested in taking feats from Dragon Magic, page 17, specifically Draconic Heritage [Draconic]. I figured since the fluff description of sorcerers always talks about how they have a mysterious source of power, and dragons are usually mentioned, this would be cool to have. The feat does the following:

Benefit (I am shortening and paraphrasing): You gain the dragonblood subtype. Choose one type of dragon for affinity, gain a bonus to sleep and paralysis effects and on saves versus spells and abilities with matching energy descriptor, same as number of draconic feats you have (meaning +1 to save for those things because I have one [Draconic] feat). Also gain listed skill as class skill.

In this case I would like to have gold dragon heritage, which would give me +1 against fire spells and Heal as a class skill. The reason I want this feat is that it is the prerequisite for most [Draconic] feats from that book, and I am interested in a few later on. There's Draconic Armor, which gives damage reduction X/magic when you cast spell of level X for X rounds, then there's Draconic Vigor which heals X hitpoints when you cast spell of level X, and maybe a few like this.

I am also eventually interested in getting a prestige class since sorcerers kind of get boned compared to wizards at later levels. Wizards get bonus feats while sorcerers get...... umm, a fearsome reputation? Anyway, I figured on trying a prestige class around level 5 or 6, once we get that far.

I have a custom prestige class in mind, and I've attached the PDF of the prestige class here. It is called Willworker, it is a standard arcane caster prestige class with a 10 level progression, and basically follows the arcane class rules for saves, BAB and caster levels. The special stuff it adds are abilities essentially replacing Still Spell, Silent Spell, and Eschew Materials as well as getting Spell Resistance at level 10. The idea behind the class is a caster that prefers learning to cast spells under difficult conditions instead of getting more power or versatility.

If you are not cool with a custom prestige class, that's not a problem since then I will just continue with regular sorcerer progression and try to qualify for a different prestige class later on. I just figure that your bog standard sorcerers get totally plain and predictable even compared to wizards and I don't want to be just another evoker or blaster.

Viktor

EDIT: For some reason, I continually fail to upload the prestige class file, so here's the link to it:

http://irondragongames.com/files/rpg/Wi ... s%20EC.pdf


Fri Sep 03, 2010 12:47 am
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Joined: Thu Dec 17, 2009 4:35 am
Posts: 311
Location: Glendale, AZ, USA
Post Re: New 3.5 D&D campaign recruiting (GMT-friendly)
The_Shaman wrote:
Arkhandus, just to check on monks - so they either get WF with unarmed and all monk weapons (except, I guess, any exotics they can spend an EWP on like the lajatang, butterfly sword etc - or does it work for these as well?) or weapon finesse, and the rest - bonuses to attack and extra monk AC bonus - they get regardless of what they've chosen at level 1?

Yes, the 1st-level choice does not impact the later bonuses. Special monk weapons simply refers to all weapons that are useable with a Flurry of Blows (which is mentioned in the weapons' descriptions or on the table where those weapons are listed). Obviously this is slightly better for high-Dex, low-Str monks, but then, low-Str monks already have a problem with dealing damage (and with grappling, tripping, Str-based skills, etc.), so whatever.

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Active DM and player on OpenRPG since 2002
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Fri Sep 03, 2010 1:45 am
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Joined: Thu Dec 17, 2009 4:35 am
Posts: 311
Location: Glendale, AZ, USA
Post Re: New 3.5 D&D campaign recruiting (GMT-friendly)
funky goose wrote:
Hiyas!

Is this game still recruiting and stuff???
Im pretty noobish to dnd, but would like to get into a game in the gmt timezone if youll let me :D
If there are still spots available, ill get a sheet together soonissh, im thinking of going with a psionic monk or ranger if thats ok

Thanks :D

EDIT - Can i use the varient rules for ranger??? (no combat style, wild shape, fast movement)

Hmmm......maybe. We have Rellen, The_Shaman, Lokey, Rayneth, NapalmMoose, Zerli, RaynMidori, and now possibly Mercenary (as of a discussion last night on OpenRPG), so 8 potential players now. I suppose I could allow you to join in, but on a trial basis like RaynMidori, the other newbie. If it turns out that it's just too hard to run the game effectively with 9 players, I'll just have to drop a few of the least-active or least-useful PCs for the sake of moving the game along. But I'm willing to try it again at least briefly.

I guess I'd be okay with the Ranger variant in UA that trades Combat Styles for barbarian-like Fast Movement and limited druid-like Wild Shape.......it seems like a bit much utility for the loss of a few bonus feats, but I guess I'd be willing to let you try it out. Just note that the Wild Shape doesn't kick in until 5th-level, as with a druid, and it's limited to Animals of Small to Medium size, nothing else.

I'm not sure what you mean by a psionic monk or psionic ranger, exactly, but are you referring to stuff from Dreamscarred Press' products? I haven't read my DP PDFs lately so I can't recall if I've seen a psionic ranger among them, but I do know I've seen a psionic monk in one of their products. And I remember that it was decidedly more powerful than a standard monk, so you can be sure that it wouldn't get my monk-houserule benefits.

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Active DM and player on OpenRPG since 2002
D&D, d20, PF, SR, and other systems if I can find a group for 'em


Fri Sep 03, 2010 2:10 am
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Joined: Thu Dec 17, 2009 4:35 am
Posts: 311
Location: Glendale, AZ, USA
Post Re: New 3.5 D&D campaign recruiting (GMT-friendly)
Zerli wrote:
Hey Ark,
I have mostly figured out my character concept. Here's what I have so far:
Joram Sarassian - Aasimar planetouched sorcerer 1 NG
STR 10 DEX 10 CON 14 INT 10 WIS 12 CHA 20

*Ark snipping background details to save space on the page*

I am also interested in taking feats from Dragon Magic, page 17, specifically Draconic Heritage [Draconic]. I figured since the fluff description of sorcerers always talks about how they have a mysterious source of power, and dragons are usually mentioned, this would be cool to have.

The reason I want this feat is that it is the prerequisite for most [Draconic] feats from that book, and I am interested in a few later on. There's Draconic Armor, which gives damage reduction X/magic when you cast spell of level X for X rounds, then there's Draconic Vigor which heals X hitpoints when you cast spell of level X, and maybe a few like this.

I am also eventually interested in getting a prestige class since sorcerers kind of get boned compared to wizards at later levels. Wizards get bonus feats while sorcerers get...... umm, a fearsome reputation? Anyway, I figured on trying a prestige class around level 5 or 6, once we get that far.

I have a custom prestige class in mind, and I've attached the PDF of the prestige class here. It is called Willworker, it is a standard arcane caster prestige class with a 10 level progression, and basically follows the arcane class rules for saves, BAB and caster levels. The special stuff it adds are abilities essentially replacing Still Spell, Silent Spell, and Eschew Materials as well as getting Spell Resistance at level 10. The idea behind the class is a caster that prefers learning to cast spells under difficult conditions instead of getting more power or versatility.

If you are not cool with a custom prestige class, that's not a problem since then I will just continue with regular sorcerer progression and try to qualify for a different prestige class later on. I just figure that your bog standard sorcerers get totally plain and predictable even compared to wizards and I don't want to be just another evoker or blaster.

Viktor
EDIT: For some reason, I continually fail to upload the prestige class file, so here's the link to it:
http://irondragongames.com/files/rpg/Wi ... s%20EC.pdf

Well, I did OK the Draconic Heritage feat and the Dragonheart Mage PrC for Phyi in my Fall of the 14th Kingdom campaign, I think. I don't have a problem with the feat, at least. I never really got a good chance to look through the book before, though, just a short skimming over a few sections. So I'm not sure on all of the Dragon Magic feats and PrCs. Some looked kinda broken to me in my skimming. I'll have to decide on those other feats later, after you provide some prereq/benefit details on 'em when they come up at level-up time or something.

But you did notice my houserules on Page 2 of this thread, right? While I did give wizards a similar boost to skill points and familiar HP, and a separate bonus on Knowledge checks, I bumped up sorcerers' HD and skill points as well, along with a new class feature for added flexibility. So sorcerers in this campaign will be a bit tougher (along with their familiars) and able to duplicate almost any spell on the sorcerer list at appropriate levels, though only once per day. And they get more class skills from my houserules. Just sayin', though; you're welcome to take a prestige class later on if you like, as long as it's one I don't consider broken (or rather, too much so for a simple fix).

As for the prestige class you presented, I have a few issues with it...... 1, it has a disturbingly complete lack of publisher's marks, copyright notices, OGL notices, etc. 2, the table seems off; the BAB and base saves should progress identically to a wizard's, as BAB and base saves are standardized elements of the d20 System (though a few products introduce an alternate middle progression for saves, like d20 Modern). 3, the PrC's requirements are practically givens, no opportunity cost at all, so the PrC has no right to be any notable degree better than a base class (and it doesn't even require a difficult organization-joining process or membership dues or the like). 4, Moveless Will is nothing more than free Still Spell on every spell they cast with no slot-level-increase (at the level they gain it, their Concentration rank will likely be 10, with an added +4 bonus from Combat Casting because of the wierd way Moveless Will works, so the roll needed is just 1 + the level of the spell being cast, and really likely to be even more negligible once you factor in Constitution bonuses and probably Skill Focus - Concentration; plus it'll just become free after a handful of additional levels adding more ranks to Concentration). 5, Wordless Will has the same problem, and even the slight DC increase for combining the two in a single spell only renders the failure chance slightly less negligible for a few levels. 6, Lore of Infinite Mysteries basically defeats counterspelling and such from enemies, altogether, at little or no difficulty, so same problem as the previous two abilities. 7, Greater Lore of Materials is makes almost all spells free of material and focus costs, saving tens or hundreds of thousands of GP over numerous castings, again at no cost whatsoever (not even a higher spell slot).

Compared to a Loremaster, it just seems to get way too much benefit for no tradeoff (other than the minor opportunity cost of not taking another prestige class for its' goodies at the time). Sure, it's not exactly a boost in raw power, but instead of a few minor divinatory benefits (which duplicate common arcane spells that aren't particularly expensive anyway), the Willworker gets free metamagic that makes him impossible to restrain, counter, or drain of funds/materials. As well as gaining decent Spell Resistance eventually and a few bonus feats like a Wizard, though those particular benefits just kinda balance out the Loremaster's Secrets and other minor stuff. So, my verdict is, no Willworkers. Not worth more of my time to fix them with houserules.

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D&D, d20, PF, SR, and other systems if I can find a group for 'em


Fri Sep 03, 2010 2:59 am
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