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15:34, 27th April 2024 (GMT+0)

3.5 game stuff.

Posted by MittensFor group 0
Mittens
GM, 1006 posts
Shifter
change job kupopopo!
Tue 10 Dec 2013
at 09:09
  • msg #1

3.5 game stuff

Thri-kreen Racial Traits
• +2 Strength, +4 Dexterity, —2 Intelligence, +2
Wisdom, —4 Charisma: Thri‐kreen are fast, but their alien
mindset makes it difficult for them to relate to
humanoids; furthermore, their “clutch–mind” instincts
leave them with a poor sense of themselves as
individuals.
• Monstrous Humanoid: Thri‐kreen are not subject to
spells or effects that affect humanoids only, such as charm
person or dominate person.
• Medium: Thri‐kreen receive no advantages or
penalties due to size.
• Thri‐kreen base land speed is 40 feet.
22
• Darkvision out to 60 feet.
• Sleep Immunity. Thri‐kreen do not sleep, and are
immune to sleep spells and similar effects. Thri‐kreen
spellcasters and manifesters still require 8 hours of rest
before preparing spells.
• Natural Armor: Thri‐kreen have a +2 natural armor
bonus to AC due to their naturally tough and resistant
chitin.
• Multiple Limbs: Thri‐kreen have four arms, and thus
can take the Multiweapon Fighting feat (MM 304) instead
of the Two‐Weapon Fighting feat. Thri‐kreen can also take
the Multiattack feat. (These are not bonus feats).
• Natural Weapons: Thri‐kreen may make bite and
claw attacks as a full round action. Their primary claw
attack does 1d4 points of damage for each of their four
claws. Their secondary bite attack, deals 1d4 points of
damage, and has a chance to poison. A thri‐kreen can
attack with a weapon (or multiple weapons) at its normal
attack bonus, and make either a bite or claw attack as a
secondary attack.
• Leap (Ex): Thri‐kreen are natural jumpers, gaining a
+30 racial bonus to all Jump checks.
• Deflect Arrows: Thri‐kreen gain the benefit of the
Deflect Arrows feat.
• Poison (Ex): A thri‐kreen delivers its poison
(Fortitude save DC 11 + Con modifier) with a successful
bite attack. The initial damage is 1d6 Dex, and the
secondary damage is paralysis. A Thri‐kreen produces
enough poison for one bite per day.
• Weapon Familiarity: To thri‐kreen, the chatkcha and
gythka are treated as martial rather than exotic weapons.
These weapons are more common among thri‐kreen
than among other races.
• Thri kreen have a +4 racial bonus on Hide checks in
sandy or arid areas.
• Automatic Languages: Kreen. Bonus Languages:
Common, Dwarven, Elven, Entomic, Saurian, and Terran.
• Favored Class: Psychic warrior.
• Level Adjustment: +2.
This message was last edited by the GM at 09:13, Tue 10 Dec 2013.
Mittens
GM, 1007 posts
Shifter
change job kupopopo!
Tue 10 Dec 2013
at 22:18
  • msg #2

Re: 3.5 game stuff

Starting at all 8's, 32 point point buy.

Gestalt yes.  Savage Species monster progression allowed.  (Not than anyone will take this)

Starting Gold: 300gp more or less.  If you need a few more gold, 311 or whatever is fine.

Gold haz thereafter...

Table 5–1: Character Wealth by Level
Character Character
Level Wealth Level Wealth
2nd 900 gp 12th 88,000 gp
3rd 2,700 gp 13th 110,000 gp
4th 5,400 gp 14th 150,000 gp
5th 9,000 gp 15th 200,000 gp
6th 13,000 gp 16th 260,000 gp
7th 19,000 gp 17th 340,000 gp
8th 27,000 gp 18th 440,000 gp
9th 36,000 gp 19th 580,000 gp
10th 49,000 gp 20th 760,000 gp
11th 66,000 gp
This message was last edited by the GM at 22:24, Tue 10 Dec 2013.
Timothius
GM, 342 posts
Paladin of Bahamut
Shifter (of sorts)
Tue 10 Dec 2013
at 22:26
  • msg #3

Re: 3.5 game stuff

With all stats starting at 8...

Stat - Cost
09 - 1
10 - 2
11 - 3
12 - 4
13 - 5
14 - 6
15 - 8
16 - 10
17 - 13
18 - 16
Mittens
GM, 1008 posts
Shifter
change job kupopopo!
Wed 11 Dec 2013
at 01:28
  • msg #4

Re: 3.5 game stuff

Clerics get a tiny sorcerer-like ability. where they can give up a memorized spell in order to cast an equal-level cure spell.
Chris F. (GM): so that ability makes it so they don't HAVE to memorize cure spells. but they still can if the want to.
chris' idea: "what benefit do you get for memorizing it ahead of time? you can use it as A MINOR ACTION!!!! bwahahahahahaaaa!"
Timothius
GM, 343 posts
Paladin of Bahamut
Shifter (of sorts)
Wed 11 Dec 2013
at 02:17
  • msg #5

Re: 3.5 game stuff

BUILDING A GESTALT CHARACTER
To make a 1st-level gestalt character, choose two standard D&D
classes. (You can also choose any of the variant classes in this
book, though you can’t combine two versions of the same class.)
Build your character according to the following guidelines.
Hit Dice: Choose the larger Hit Die. A monk/sorcerer would
use d8 as her Hit Die and have 8 hit points (plus Constitution
modifi er) at 1st level, for example.
Base Attack Bonus: Choose the better progression from the
two classes.
Base Saving Throw Bonuses: For each save bonus, choose
the better progression from the two classes. For example, a
1st-level gestalt fi ghter/wizard would have base saving throw
bonuses of Fortitude +2, Refl ex +0, Will +2—taking the good
Fortitude save from the fi ghter class and the good Will save
from the wizard class.
Class Skills: Take the number of skill points gained per level
from whichever class grants more skill points, and consider any
skill on either class list as a class skill for the gestalt character.
For example, a gestalt barbarian/bard would gain skill points per
level equal to 6 + Int modifi er (and have four times this amount
at 1st level), and can purchase skills from both the barbarian and
bard lists as class skills.
Class Features: A gestalt character gains the class features of
both classes. A 1st-level gestalt rogue/cleric, for example, gets
sneak attack +1d6, trapfi nding, 1st-level cleric spells, and the ability
to turn or rebuke undead. Class- and ability-based restrictions
(such as arcane spell failure chance and a druid’s prohibition on
wearing metal armor) apply normally to a gestalt character, no
matter what the other class is.
A gestalt character follows a similar procedure when he attains
2nd and subsequent levels. Each time he gains a new level,
he chooses two classes, takes the best aspects of each, and applies
them to his characteristics. A few caveats apply, however.
• Class features that two classes share (such as uncanny dodge)
accrue at the rate of the faster class.
• Gestalt characters with more than one spellcasting class keep
track of their spells per day separately.
• A gestalt character can’t combine two prestige classes at any level,
although it’s okay to combine a prestige class and a regular class.
Prestige classes that are essentially class combinations—such as
the arcane trickster, mystic theurge, and eldritch knight—should
be prohibited if you’re using gestalt classes, because they unduly
complicate the game balance of what’s already a high-powered
variant. Because it’s possible for gestalt characters to qualify for
prestige classes earlier than normal, the DM is entirely justifi ed
in toughening the prerequisites of a prestige class so it
This message was last edited by the GM at 02:17, Wed 11 Dec 2013.
Mittens
GM, 1009 posts
Shifter
change job kupopopo!
Wed 11 Dec 2013
at 04:00
  • msg #6

Re: 3.5 game stuff

CHARACTER FLAWS
Flaws are like the fl ip side of feats. Whereas a feat enables a
character to be better than normal at performing a task (or even
to do something that normal characters can’t), a fl aw restricts a
character’s capabilities or imposes a penalty of some sort.
A player may select up to two fl aws when creating a character.
After 1st level, a character cannot take on additional fl aws unless
the DM specifi cally allows it (for examples of times when doing
this might be appropriate, see Character Traits, above). Each fl aw
a player selects entitles his character to a bonus feat. In other
words, when you create a character, if you select two fl aws, you
can also take two bonus feats beyond those your character would
be normally entitled to.
Unlike traits (see above), fl aws are entirely negative in their
impact on a character’s capabilities.
FLAW DESCRIPTIONS
Each of the fl aws described here has a specifi c game effect.
Some fl aws can only be taken by a character who meets a special
requirement.
Feeble
You are unathletic and uncoordinated.
Effect: You take a –2 penalty on Strength-, Dexterity-, and
Constitution-based ability checks and skill checks.
Frail
You are thin and weak of frame.
Effect: Subtract 1 from the number of hit points you gain at
each level. This fl aw can reduce the number of hit points you
gain to 0 (but not below).
Special: You must have a Constitution of 4 or higher to take
this fl aw.
Inattentive
You are particularly unaware of your surroundings.
Effect: You take a –4 penalty on Listen checks and Spot checks.
Meager Fortitude
You are sickly and weak of stomach.
Effect: You take a –3 penalty on Fortitude saves.
Murky-Eyed
Your vision is obscured.
Effect: In combat, every time you attack an opponent that
has concealment, roll your miss chance twice. If either or both
results indicate that you miss, your attack fails.
Noncombatant
You are relatively inept at melee combat.
Effect: You take a –2 penalty on all melee attack rolls.
Pathetic
You are weaker in an attribute than you should be.
Effect: Reduce one of your ability scores by 2.
Special: You cannot take this fl aw if the total of your ability
modifi ers is 8 or higher.
Poor Reflexes
You often zig when you should have zagged.
Effect: You take a –3 penalty on Refl ex saves.
Shaky
You are relatively poor at ranged combat.
Effect: You take a –2 penalty on all ranged attack rolls.
Slow
You move exceptionally slowly.
Effect: Your base land speed is halved (round down to the
nearest 5-foot interval).
Special: You must have a base land speed of at least 20 feet to
take this fl aw.
Unreactive
You are slow to react to danger.
Effect: You take a –6 penalty on initiative checks.
Vulnerable
You are not good at defending yourself.
Effect: You take a –1 penalty to Armor Class.
Weak Will
You are highly suggestible and easily duped.
Effect: You take a –3 penalty on Will saves
Mittens
GM, 1010 posts
Shifter
change job kupopopo!
Thu 12 Dec 2013
at 20:16
  • msg #7

Re: 3.5 game stuff

Not gunna click the backlog in Roll20 and risk a browser crash just to quote myself saying, "I'll likely ignore those rules I dislike...  Monk must be lawful for example."

quote:
Alignment: Barbarians are never lawful. They may be honorable,
but at heart they are wild. This wildness is their strength, and it
could not live in a lawful soul. At best, barbarians of chaotic
alignment are free and expressive. At worst, they are thoughtlessly
destructive.

A barbarian who becomes lawful loses the ability to rage and cannot
gain more levels as a barbarian.


"Seems I just can't get angry enough any more."

quote:
Alignment: Bards are wanderers, guided by whim and intuition
rather than by tradition or law. The spontaneous talent, magic, and
lifestyle of the bard are incompatible with a lawful alignment.

A bard who becomes lawful in alignment cannot progress in levels
as a bard, though he retains all his bard abilities.


Sense: this makes none.  You can't improve on what you're already good at because you became too much of a law-abiding citizen?

quote:
A cleric who grossly violates the code of conduct required by his god
(generally by acting in ways opposed to the god’s alignment or
purposes) loses all spells and class features, except for armor and
shield proficiencies and proficiency with simple weapons. He
cannot thereafter gain levels as a cleric of that god until he atones.


Hextor, lawful evil god of tyranny and destruction: "You destroyed that village in an entirely chaotic manner!  I'm taking away your destructive magics until you find someone to cast a spell on you that says you're really really sorry."

quote:
Alignment: Druids, in keeping with nature’s ultimate indiffer-
ence, must maintain at least some measure of dispassion. As such,
they must be neutral on at least one alignment axis (chaotic–lawful
or good–evil), if not both. Just as nature encompasses such
dichotomies as life and death, beauty and horror, and peace and
violence, so two druids can manifest different or even opposite
alignments (neutral good and neutral evil, for instance) and still be
part of the druidic tradition.

A druid who ceases to revere nature, changes to a prohibited
alignment, or teaches the Druidic language to a nondruid loses all
spells and druid abilities (including her animal companion, but not
including weapon, armor, and shield proficiencies). She cannot
thereafter gain levels as a druid until she atones.


Nature: "Not only did you go from lawful to lawful good, you taught your wolf companion to 'roll over' in the wroooong language, fool!  I'm taking away your abilities to protect forests until you find someone to cast a spell on you that says you're really really sorry."

quote:
Alignment: Fighters may be of any alignment.


Fighters: "In your FACE!"

quote:
Alignment: A monk’s training requires strict discipline. Only
those who are lawful at heart are capable of undertaking it.

A monk who becomes nonlawful cannot gain new levels as a monk
but retains all monk abilities.

Like a member of any other class, a monk may be a multiclass
character, but multiclass monks face a special restriction. A monk
who gains a new class or (if already multiclass) raises another class
by a level may never again raise her monk level, though she retains
all her monk abilities.


Chris' brain explodes.

quote:
Alignment: Paladins must be lawful good, and they lose their
divine powers if they deviate from that alignment. Additionally,
paladins swear to follow a code of conduct that is in line with law-
fulness and goodness.

A paladin who ceases to be lawful good, who willfully commits an
evil act, or who grossly violates the code of conduct loses all paladin
spells and abilities (including the service of the paladin’s mount, but
not weapon, armor, and shield proficiencies). She may not progress
any farther in levels as a paladin. She regains her abilities and
advancement potential if she atones for her violations (see the
atonement spell description, page 201), as appropriate.
Like a member of any other class, a paladin may be a multiclass
character, but multiclass paladins face a special restriction. A paladin
who gains a level in any class other than paladin may never again
raise her paladin level, though she retains all her paladin abilities.
The path of the paladin requires a constant heart. If a character
adopts this class, she must pursue it to the exclusion of all other
careers. Once she has turned off the path, she may never return.


All the LG gods: "Don't you dare dabble in cleric stuff!"

quote:
Alignment: Rangers can be of any alignment.


Ranger: "Sorry, druid.  Nature doesn't care about my attitudes.  Or if I burn down a forest.  Or if I teach a language to someone."

quote:
Alignment: Rogues follow opportunity, not ideals. They are
more likely to be chaotic than lawful, they are a diverse bunch, so
they may be of any alignment.


LN Rogue/Monk: "I took a solemn oath to be very disciplined about beating you up and taking your stuff.  But no one cares if I break my oath.  Except my own fists."

quote:
Alignment: For a sorcerer, magic is an intuitive art, not a science.
Sorcery favors the free, chaotic, creative spirit over the disciplined
mind, so sorcerers tend slightly toward chaos over law.


quote:
Alignment: Overall, wizards show a slight tendency toward law
over chaos because the study of magic rewards those who are
disciplined. Illusionists and transmuters, however, are masters of
deception and change, respectively. They favor chaos over law.


Arcane caster: "On the bright side, casting arcane magic doesn't take the extreme discipline needed to learn to punch stuff.  And I don't have to worry about nature or an angry god taking my power away.  On the down side...  Metal hates my magic."

Wow.  Going through each of the classes alignment restrictions was eye-opening.  And brain-hurting.  I was aware of some of them, but all this... I can't think of any good reason the game makers would include these silly restrictions.  I'm curious if they existed in 3.0, 2.0, or 1.0.  Why?

Aaanyway.  Without getting into the inconsistancies of what alignment means according to the authors, I'm just going to come out and say that I'm going to ignore alignment restrictions for all the classes.  That said, a cleric of Grummsh who's constantly rescuing people and finding diplomatic solutions to his problems rather than smash and kill will likely wind up ambushed a lot by the Grummsh inquisition.




Ok.  So.  Chatting with Tim about, "What does alignment even mean?  Is it more about attitude than action?  Equal measure of both?"  Looked it up in PHB:

quote:
A creature’s general moral and personal attitudes are
represented by its alignment: lawful good, neutral good...

Alignment is a tool for developing your character’s
identity. It is not a straitjacket for restricting your
character. Each alignment represents a broad range of
personality types or personal philosophies, so two lawful
good characters can still be quite different from each
other. In addition, few people are completely consistent.
A lawful good character may have a greedy streak that
occasionally tempts him to take something or hoard
something he has even if that’s not lawful or good
behavior. People are also not consistent from day to day. A
good character can lose his temper, a neutral character can
be inspired to perform a noble act, and so on.

Choosing an alignment for your character means stating your
intent to play that character a certain way. If your character acts in a
way more appropriate to another alignment, the DM may decide
that your character’s alignment has changed to match her actions.


What I'm getting from this is, "Alignment means intent for the player.  For the GM it means actions."

This seems to me like a setup for disaster.  By setting up different meanings for the same word, players and GMs are bound to wind up in heated arguments over alignment.  "My guy's like an undercover cop!  Of course he's going to do the occasional shady thing!"

Kinda ran into this sorta thing with Star Wars.  Raymond knocks out a group of sereal killers with a stun grenades.  Group calls for retreat because powerful darksider joins fight.  So Raymond kills the helpless killers rather allow them to live to kill more innocents.  Dark Side points!

So in Chris' SW games, GM offers DSP if the character performs an action GM considers Darkside.  Player decides if character deserves it based on the character intent.  But as we all know, DSP and The Force are very different from D&D alignments.

So reading the Good vs. Evil part, looks like I basically agree.  What makes me arg is when I read the Law vs. Chaos bit:

quote:
Lawful characters tell the truth, keep their word, respect authority,
honor tradition, and judge those who fall short of their duties.

“Law” implies honor, trustworthiness, obedience to authority, and
reliability. On the downside, lawfulness can include close-
mindedness, reactionary adherence to tradition, judgmentalness,
and a lack of adaptability. Those who consciously promote lawful-
ness say that only lawful behavior creates a society in which people
can depend on each other and make the right decisions in full
confidence that others will act as they should.


A brutally honest barbarian?  Nope.  Too lawful.  One who respects the traditions of his tribe?  Nope.  Too lawful.  One who is judgemental?  Nope.  Being jugemental is incompatable with raging.

Oh, and no such thing as an honest, trustworthy bard who sings about Christmas.  Plenty honest, reliable rogues, but not bards.

And a monk who tells tall tales?  Impossible!

quote:
Chaotic characters follow their consciences, resent being told what
to do, favor new ideas over tradition, and do what they promise if
they feel like it.

“Chaos” implies freedom, adaptability, and flexibility. On the
downside, chaos can include recklessness, resentment toward
legitimate authority, arbitrary actions, and irresponsibility. Those
who promote chaotic behavior say that only unfettered personal
freedom allows people to express themselves fully and lets society
benefit from the potential that its individuals have within them.


No such thing as an adaptable, flexible monk.  Or a paladin who supports freedom - oh wait there is!  Yay suppliments fixing silly alignment restrictions.  Which tells me the game makers either gave up on alignment restriction as a "game balance" mechanic or they started to realize all this stuff was silly.

So yeah.  Simple solution: alignment "restrictions" are instead alignment suggestions.
This message was last edited by the GM at 04:41, Sat 14 Dec 2013.
Mittens
GM, 1013 posts
Shifter
change job kupopopo!
Mon 16 Dec 2013
at 00:42
  • msg #8

Re: 3.5 game stuff

So last night we were talking about monk and I just mentioned in passing, "I just got a funny idea.  'Kung Fu Theatre' the D&D adventure.  Everyone in the team is a gestalt, but one of the two classes each character progresses in must be monk."

Matt, "Hey, that's a great idea!"

Dan, "Oh, I could play Koenigus the monk/druid!"

Matt, "I'd probably try monk/dragon shaman or dragon adept."

David, the monk hater, "I know who I'd play.  Punchy McFeelgood the warforged monk/cleric.  Lets do this instead of my game!"

Me and Tim, "....???"

Long story short, my arm gets twisted and I decide to run the 3.5 Raichel game for that group instead of on RPOL.  Apologies if much effort was spent in chargen.

During the discussions, though, alignment restrictions came up.  They again made the claim that, "lawful for monk merely means that they stay true to their own personal code, whatever that may be."  I called BS and dared them to show me proof.  No quote was shown to me.  I'm curious if they'll have one tonight.
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