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Melvaunt - 3.5 Character Creation.

Posted by Tierney - GM For group 0
Tierney - GM
player, 1 post
Mon 22 Nov 2010
at 05:38
  • msg #1

Melvaunt - 3.5 Character Creation

This is the 3.5 Forgotten realms Melvaunt Game that happens as well, within this game world.

The Writing in the main Story will NOT include dice rolls, I am placing it on Trust as to you as the character to write accordingly. Dice rolls can stay in the Dice roller, where I can see it, or place it in a Private Line to me.

Each Character Description will have a Character Stat page as well. I would like your base Stats of ( 40 point buy )

Hit points, Max at 1st level and Reroll ones.

Str,
Dex
Con
Int
Wis
Cha

Fort
Ref
Will

AC  Touch and Flat Foooted

Base Attack

Melee Attack
Ranged Attack

and All the Class Skills with Ranks and their totals.

I would also like to have an idea of what weapons and armour you are carrying and any other items of Importance
This message was last edited by the player at 22:35, Sat 25 Feb 2012.
Tierney - GM
player, 24 posts
Wed 8 Dec 2010
at 14:59
  • msg #2

Re: 3.5 Character Creation for Melvaunt

Forgot to add my house rules, will edit this as they come up cause I cant remember them all. These are the House rules I use for my Table top games.

1st- Death
you go to Neg your Con verses Neg 10, so what ever your con might be, thats where you can drop to before dying.

2nd- Death
if you Do Die, you can have your priest / divine caster call for Divine Intervention. Pick a number on the Percentiles, and roll. If you are within your caster level to it, your Deity was listening and saves the party member to unconscious but stable. If the god is listening and saves him, he will have a " touch " of the god within him. DM's decision.

Eg - you are 3rd level, you call 72, and roll 30, they still die. You call 72 and roll 75, he comes back to life. Write your guess in the " reason for attack "

3rd - Wizard Spells
Wizards study in the morning and regain all their spells like a Cleric or Druid does. I find it difficult to keep track of when the wizards cast, and what they can pray for or not, so I altered them to be like the others. They still NEED 8 hours of rest and for every interruptions, add an hour in the morning, but they get all their spells, even if they casted that night.


4th - Hit points
The way I work it is, you roll. If you do not like the result, you may have a player roll for you but you cannot go back if they roll lower. If you do not like this number, the DM may roll for you, but this is the final roll. I am of the belief that " adventurers " are stronger then normal.

5th - 40 point buy, as per the DMG
8 - Costs 0
9 - Cost 1 pt
10 - Costs 2 pts
11 - Costs 3 pts
12 - Costs 4 pts
13 - Costs 5 pts
14 - Costs 6 pts
15 - Costs 8 pts
16 - Cost 10 pts
17 - Costs 13 pts
18 - Cost 16 pts
Again, Adventurers should be stronger.

6th - Casters - Eschew Materials Feat, up to 99 GP ,
For my casters, I have granted the Eschew Materials feat for free, so that you need not worry about spending on Spell components. This works only up until 99 Gp, so yes, you still need your 100 GP pearl for identify. Essentially, the way I look at it, is that when you travel, you are always on the look out for components, and collect them in the " empty " space. It is your choice as to whether you take this or not. Components can make for some good writing.

7th - Skills

If you roll a Nat 20, you add 10 to this total. If you roll a Nat 1, you -10 to this total.


If more come up, I will add to this list.

Thanks

Also, if you have any, feel free to suggest them.
This message was last edited by the player at 01:12, Wed 02 Feb 2011.
Tierney - GM
player, 26 posts
Thu 9 Dec 2010
at 07:29
  • msg #3

Re: 3.5 Character Creation for Melvaunt

With 40 points,

you can get a decent set at, 17, 16, 14, 12, 12, 11. Just to let you all know.

What I do for my table top game is allow them to roll 2D8. The number they get is how often they can " kill " their character.

Then they roll 4D6, taking the top 3, until they create a set. If they don't like it, they can " kill " it, but Once it's killed, that's it, you can't go back !

I favour that adventurers are there for a reason, So, feel free to change your stats accordingly if you like. It is of course, not mandatory !


T
Tierney - GM
moderator, 236 posts
Sat 13 Aug 2011
at 05:33
  • msg #4

Re: 3.5 Character Creation for Melvaunt

Character Activity

If your character has not logged in and posted in over two months, without a PM to me explaining that you will be absent, then you will be removed from the game.

To many join the game, post once, then leave. This is to cut down on the Excess characters and to be fair to the other writers who are active.
This message was last edited by the player at 05:34, Sat 13 Aug 2011.
Tierney - GM
moderator, 237 posts
Sat 13 Aug 2011
at 05:34
  • msg #5

Re: 3.5 Character Creation for Melvaunt

The Way initiative Works.

You all roll for Init.
You all post your actions when ever you can.

You have 3 days to post during a fight. Then I move the fight to the next round. If you do not post in that time, you are considered as " Holding your action and missing the round "

I will then do a big post, with all the actions of the players in order of Init, and the next round starts.
Tierney - GM
moderator, 410 posts
Sat 25 Feb 2012
at 22:35
  • msg #6

Re: 3.5 Character Creation for Melvaunt

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