DnD 3.5e - Greyhawk

This will be a DnD 3.5 Edition game set in Greyhawk. There are already around four players so please RSVP in advance! We will start PROMPLY at 6 PM and should end around 10 PM. Character Generation Attributes We will be using the 4d6 method from the Player’s Handbook with one extra attribute LUCK. Luck will be a d20 roll that will be used occasionally to see if the random merchant has a unique item hidden away. It can be modified by charisma, bluff, intimidate, or the GM’s whim. Starting Equipment Starting equipment will based on the example character’s equipment. If you want to vary specific items like weapons, armor, etc., then you can convert the equipment to gold and spend the gold, with the GM’s approval. It is rather unlikely that your character’s family gave them a set of full plate armor when they graduated from the Adventurer’s Guild. Feats You can use feats from the Player’s Handbook. If you want to use other feats then you must have a copy of the source book, a copy of the page(s) for the GM to keep, and approval by the GM. Skills You have skill points, use them! I would suggest spending a skill point in something other than just adventuring skills. A good cook is always welcome in a struggling village! If you are using skills from a source book, then you must have a copy of the source book, a copy of the page(s) for the GM to keep, and approval by the GM. Spells If you get spells you can select spells from the Spell Compendium. If you want spells from a source book, then you must have a copy of the source book, a copy of the page(s) for the GM to keep, and approval by the GM. One Last Chance! After creating your character you can re-roll one roll and you must keep your roll. Paperwork I will need a copy of your current character. I suggest using HeroForge, an Excel based worksheet, to keep your character sheets on. Use version[masked], found at
http://www.nzcomputer.... For your spells I suggest SpellForge, version 4.4.4O Beta, found at
http://www.nzcomputer.... Adventuring Critical Hits and Misses Critical Hits are straight out of the Player’s Handbook. To make things even we will also have Critical Misses. Roll a 1 on your attack d20 and you have a chance for a Critical Miss. Roll the d20 again and if you would miss then you have fumbled and you are subject to attack(s) of opportunity! Coma and Death You are simply unconscious until you are more than 9 + your level + your con bonus in hit points below 0. You are in a coma up to twice that. More than twice that and you are dead. To recover from a coma requires a 3rd level spell Cure Coma that is a Cleric spell. Returning from dead (raise dead, etc.) requires bribe of magic item to angel/demon/etc. to return the soul to the body. Leveling Up You will have to train to go up levels. Like all things, this is going to cost you! The Guilds and Temples have a monopoly on training and they charge you 1/10, in gold, of the experience points to reach your new level. If you need 10,000 total experience to reach your level, the guilds will charge you 1,000 gp. This training also takes time, so you should schedule a week to train. As starting characters, your sponsors have pre-paid for your first four (4) levels of training. So you must provide the GM with your classes for your first four levels.

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  • Tom
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